Sid Meiers Alien Crossfire --Secret Projects FAQ-- Version: Revised Author: Vertigo 1 Copyright 2004-2006 Nick Mykita E-mail: panzerknacker_x@lycos.com Table of Contents ----------------- Part One: Version History Part Two: Legalities Part Three: Introduction Part Four: The FAQ Part Five: Credits ========================= Part One: Version History ========================= Alpha: The guide was launched. (7/24/04) Beta: Added a strategy section for each project. (9/3/05) Revised: Fixed some grammatical errors. (2/23/06) ==================== Part Two: Legalities ==================== SID MEIERS ALIEN CROSSFIRE is a trademark of FIRAXIS GAMES and ELECTRONIC ARTS. © 1999 Electronic Arts This guide may be reproduced for entertainment purposes only. If you want to use this on your site, please e-mail me at the address on top and Ill probably let you use it. The sites that can use this without asking are as follows: http://www.gamefaqs.com/ http://www.gamespot.com/ http://www.neoseeker.com/ ======================== Part Three: Introduction ======================== This guide will tell you about the Secret Projects of Alien Crossfire, their functions, what technology you need to obtain them, and a *NEW* strategy section to help you better understand which projects to build. Hopefully this will help you in some small way. Well, there isnt much more to say, so on with the show! =================== Part Four: The FAQ =================== PROJECT 1 - The Human Genome Project EFFECT - One extra Talent at every base. TECH NEEDED Biogenetics STRATEGY Talents are nice to have at the beginning. However, as the game goes on, youll probably forget you ever built this. Dont feel pressured to make it. PROJECT 2 - The Command Nexus EFFECT - Counts as a Command Center at every base. TECH NEEDED - Doctrine: Loyalty STRATEGY This is good to have. Giving all your land units +2 Morale will prove very helpful in both the early and late stages of the game. PROJECT 3 The Weather Paradigm EFFECT Increases terraforming speed by 50% except for Remove Fungus. Formers can build Condensors and Boreholes and may raise/lower terrain without having the technology. TECH NEEDED Centauri Ecology STRATEGY This is a must. Increasing your terraforming speed will drastically improve your economy and give your bases the things they need that much faster. Always try to get this if you can. If not, then hope you eventually go to war with who has it and take it from them. PROJECT 4 The Merchant Exchange EFFECT - +1 Energy in every square at the base that builds this. TECH NEEDED Industrial Base STRATEGY Not very important to have. One extra energy is not going to make a big impact anytime soon, so just focus on more important things when this comes up and let them have it. PROJECT 5 The Empath Guild EFFECT Allows you to contact every leader, and gives you an infiltrator in every faction. You get +50% votes in elections for Planetary Governor and Supreme Leader. TECH NEEDED Centauri Empathy STRATEGY This is another good project to build. It loses value if you already know everyone, but if you hope to be elected Supreme Leader (or at least Governor), the extra votes will be very beneficial. PROJECT 6 The Citizens Defense Force EFFECT Counts as a Perimeter Defense at every base. TECH NEEDED Intellectual Integrity STRATEGY Definitely go for this one. If youre playing as the Hive, its fun to keep the other factions from having it, but otherwise its really good to give your bases extra protection. PROJECT 7 The Virtual World EFFECT In addition to their normal effect, Network Nodes count as Hologram Theatres at each of your bases. TECH NEEDED Planetary Networks STRATEGY Very useful if you have a constant problem with Drones. This one is best left for you to decide if you really need it. PROJECT 8 The Planetary Transit System EFFECT Any new bases you build begin at population level 3. One less Drone at all bases of population level 3 and under. TECH NEEDED Industrial Automation STRATEGY A population jumpstart is good for new bases to get a better hold on their economy and such. Definitely worth considering when the opportunity is presented to you. PROJECT 9 The Xenoempathy Dome EFFECT All Xenofungus squares are treated as roads, and the rate at which your Formers remove and/or plant fungus is doubled. Any alien lifeforms you breed gain a +1 lifecycle bonus. TECH NEEDED Centauri Meditation STRATEGY Anything that deals with the pesky Xenofungus is worth looking at. In this case, the fungus becomes somewhat useful, and if you like Mind Worms, then you should probably want to build this ASAP. PROJECT 10 The Neural Amplifier EFFECT - +50% to PSI Defense. TECH NEEDED Neural Grafting STRATEGY This is worth having if you have frequent problems with the indigenous life or if Lady Deirdre is being a pain in the neck. On the flip side, if you have Mind Worms of your own, this will give them a little boost. PROJECT 11 The Maritime Control Center EFFECT Increases the movement of all non-native naval units by two, and counts as a Naval Yard at every one of your bases. TECH NEEDED Doctrine: Initiative STRATEGY It is imperative you build this project, and it is a must if you play as the Pirates. This will give you naval superiority like no other, so put everything you have into this one. PROJECT 12 The Planetary Datalinks EFFECT You automatically discover any technology discovered by any three other factions. TECH NEEDED Cyberethics STRATEGY Very good to have if you are lacking in the tech race. Most times, though, youll be on top of things by this point, so its only use is to prevent others from taking your discoveries. PROJECT 13 The Supercollider EFFECT Research output at the base that builds this is doubled. TECH NEEDED Applied Relativity STRATEGY This is always a good project to build, particularly at a base that is already putting out a lot of research. Its simple math: research x2 = more technology faster. Get this as soon as you can. PROJECT 14 The Ascetic Virtues EFFECT Increases the population limit of your bases by two, and increases your societys tolerance for use of police and military units (+1 POLICE). TECH NEEDED Planetary Economics STRATEGY This is another important project for several reasons. First, you dont have to panic about increasing space in your bases, although youll still have to do it. Second, you can put more military units in your bases without facing unruly mobs. Dont feel pressured to build it, but keep it high on the list of things to do. PROJECT 15 The Longevity Vaccine EFFECT Two less Drones at every base if your societys economics are PLANNED. One less Drone at every base if your economics are SIMPLE or GREEN. ECONOMY increased by 50% at the base that builds this for FREE MARKET economies. TECH NEEDED Bio-Engineering STRATEGY This is a very economy-specific project. If your economy doesnt fall under any of these, dont go out of your way to make this useful while potentially screwing up your faction severely. This is more suited for the Morganites, anyway. PROJECT 16 The Hunter-Seeker Algorithm EFFECT Renders your units and bases completely immune to any Probe Team infiltration, unless the team is equipped with the Algorithmic Enhancement ability. TECH NEEDED Pre-Sentient Algorithms STRATEGY Absolutely essential! This will make things infinitely easier for you, and if another faction gets this, it will be infinitely harder for you. Obtain this at all costs. If the enemy obtains this, take the base. Its just like A-1 Steak Sauce: Yeah, its that important. PROJECT 17 The Pholus Mutagen EFFECT Reduces the effects of industry on Planets ecology at all of your bases. Additionally, the fungus confers on all of your units the same combat benefits normally reserved for alien lifeforms. Any alien lifeforms you breed gain a +1 lifecycle bonus. TECH NEEDED Centauri Genetics STRATEGY This is also extremely important. Youll have significantly less eco-damage, and that pesky fungus actually becomes helpful. And, if youre breeding Mind Worms, this is another way to make them stronger. Try to get this if you can. PROJECT 18 The Cyborg Factory EFFECT Counts as a Bioenhancement Center at every base. TECH NEEDED Mind/Machine Interface STRATEGY Fairly straightforward, this really just saves you time by not having to build all those Centers. Good to have, but not very important. PROJECT 19 The Theory of Everything EFFECT LABS output at the base that builds this is doubled. TECH NEEDED Unified Field Theory STRATEGY Another important project for the technologically oriented. Not much really needs to be said here. PROJECT 20 The Dream Twister EFFECT - +50% to PSI Attack. TECH NEEDED The Will to Power STRATEGY This is helpful if you decide to equip PSI weaponry on your units or if you really like to use Mind Worms and their respective cousins. Dont put too much effort into this one; its doubtful the other factions are going to jump on it as soon they get the chance. PROJECT 21 The Universal Translator EFFECT Two free tech advances on completion. Any number of Alien Artifacts can be cashed at the base that builds this. TECH NEEDED Homo Superior STRATEGY This is important no matter what faction you elect to play. Two free techs is the greatest gift in the game, and if there are still artifacts to be found, they can all live under one roof. Get the jump on this one; youll be glad you did. PROJECT 22 The Network Backbone EFFECT - +1 research at the base that builds this for every point of Commerce this base receives, and +1 research for every Network Node in existence on Alpha Centauri, regardless of the player owning the Network Node. Eliminates the negative effects of Cybernetic Society. TECH NEEDED Digital Sentience STRATEGY Boy, its just one good project after another, isnt it? The trick to this one is picking the right base to build it. If you play it right, youll gain a lot of research. Plus, now you have the perfect excuse to form a Cybernetic society: theres no harm done! I highly recommend you go for this. PROJECT 23 The Nano Factory EFFECT Units can be repaired quickly and completely even when not in base squares. The cost to upgrade units is reduced by 50%. TECH NEEDED Industrial Nanorobotics STRATEGY Very useful for everyone. Cheap upgrades and quick repairs from anywhere is everyones best friend. If only we had that feature on our cars... PROJECT 24 The Living Refinery EFFECT Decreases minerals required to support military units (+2 SUPPORT on the Social Engineering table). TECH NEEDED Advanced Spaceflight STRATEGY Extremely important, especially in times of war. This enables you to make more units or facilities and not have to finance the upkeep. Another one to put high on the list. PROJECT 25 The Cloning Vats EFFECT All of your bases enter a permanent state of Population Boom and will grow every turn provided its NUTRIENT output is sufficient and Hab facilities are adequate. The negative effects of Power and Thought Control on the Social Engineering table are eliminated. TECH NEEDED Biomachinery STRATEGY I always try for this one, and I suggest you do the same. Big bases are always a plus, and you can breathe easier with your Social Engineering. No matter how many times you play this game, get this project every time. PROJECT 26 The Self-Aware Colony EFFECT Energy maintenance costs for facilities are halved at all of your bases. If use of Police is allowed under the current social model, all of your bases are considered to have an extra Police unit. TECH NEEDED Self-Aware Machines STRATEGY This is worth considering at the very least. Halving costs means more money in your pocket, and you can afford more police in your bases. If you have nothing else more important in the works, consider building this. PROJECT 27 Clinical Immortality EFFECT One extra Talent at every base. Doubles your votes in elections for Planetary Governor and Supreme Leader. TECH NEEDED Matter Editation STRATEGY The extra talent part isnt really helpful, but the double votes are what compel people to build this project. It makes winning the game that much easier, so you might as well go for it. PROJECT 28 The Space Elevator EFFECT Doubles ECONOMY energy reserve production at the base that builds this, and doubles MINERAL production rate when producing orbital improvements. Your units equipped with Drop Pods may now make orbital insertions anywhere on the planet. All Aerospace Complex restrictions are waived. TECH NEEDED Super Tensile Solids STRATEGY The economy and the minerals are nice, but the really cool thing is landing anywhere on the planet. This is perfect if youre at war. Im not too sure about the Aerospace restrictions, so I dont really know if thats useful. PROJECT 29 The Singularity Inductor EFFECT Counts as a Quantum Converter at every base, and reduces the ecological effects of mineral production. TECH NEEDED Controlled Singularity STRATEGY This is good all around. Quantum Converters are always good to have, and less eco-damage means happy planet. This is worth considering, if nothing else. PROJECT 30 The Bulk Matter Transmitter EFFECT - +2 MINERALS at every base. TECH NEEDED Matter Transmission STRATEGY Not much to say here. Extra minerals are always good, but if youve already got lots or if you have bigger projects on the agenda, then let this one pass. Its not like youll lose the game without it. PROJECT 31 The Telepathic Matrix EFFECT Drones never riot at your bases. All of your Probe Teams receive a +2 morale modifier. TECH NEEDED Eudaimonia STRATEGY Now this is a project no one should leave home without. No more riots will surely put a smile on everyones faces, and better Probe Teams will make us laugh while the enemy pulls their hair out. I would strongly urge you to put this into production. PROJECT 32 The Manifold Harmonics EFFECT Increases resources harvested from monolith and fungus squares depending on the overall PLANET rating, as follows: 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, etc. TECH NEEDED Secrets of the Manifolds STRATEGY This one is up to your own decision. If you constantly abuse the planet, dont get it. If youre playing as the Gaians, then it might be beneficial to you. Like I said, its your call. Theres no real trick here. PROJECT 33 The Nethack Terminus EFFECT - +1 morale to all Probe Teams built. 25% cost of Probe Team actions. All Probe Teams with a Fusion Reactor or higher have the equivalent of the Algorithmic Enhancement ability. TECH NEEDED Self-Aware Machines STRATEGY This can be beneficial for two groups: those who have the Hunter- Seeker Algorithm, and those who dont. If you have it, then youll build this just to have extra morale and cheaper sabotage. If you dont, then youll build this for the reasons just mentioned AND you dont have to worry about that pesky project anymore! This is a must-have project for anyone. PROJECT 34 The Cloudbase Academy EFFECT Free Aerospace Complex in every base. TECH NEEDED Mind/Machine Interface STRATEGY This is useful, but not essential. Put it on the list, of course, just not the top. PROJECT 35 The Planetary Energy Grid EFFECT Free Energy Bank in every base. Stockpile Energy produces 25% higher returns. TECH NEEDED Adaptive Economics STRATEGY This is not important on any level. Theres really no point to Stockpile Energy, and Energy Banks arent that helpful. Dont worry if someone beats you to this. PROJECT 36 The Voice of Planet EFFECT Begins the Ascent to Transcendence sequence. Any factions can now begin the Ascent to Transcendence. Any alien lifeforms you breed gain a +1 lifecycle bonus. TECH NEEDED Threshold of Transcendence STRATEGY There is a very important strategy to this one, and I shall try to explain it as best I can. Once the Voice is completed, everyone, and I mean EVERYONE will start the Ascent. Now, it really doesnt matter how economically superior you are; the Ascent is still going to take a LONG time. But, to make it quicker, have your two most productive bases building the Voice. When the Voice is completed, have your second base switch to the Ascent. Youll have a head start on everyone else, and youll win the game in a very short time (short meaning less than 100 turns). Otherwise, you have to spend as much energy as you can on the Ascent every turn, and you wont be able to do anything else. It is extremely wise to follow this strategy. Trust me, it works! PROJECT 37 The Ascent to Transcendence EFFECT Completes the Transcendence sequence and ends the Human Era (you win the game). The Ascent cannot be started until the Voice of Planet is operational. TECH NEEDED Threshold of Transcendence STRATEGY GAME OVER! This is the best way to complete the game, as you gain the most points with it. This is a no-brainer, I would hope. ================== Part Five: Credits ================== Thanks to Sid Meier, Firaxis Games, and Electronic Arts for making a great game. Also thanks to everyone who reads this and finds it useful. If you have any questions, e-mail me at the address on the top of this FAQ. Bye now!