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Alien Crossfire Manual • Linux

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<strong>Alien</strong> <strong>Crossfire</strong><br />

TABLE OF CONTENTS<br />

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4<br />

Welcome to <strong>Alien</strong> <strong>Crossfire</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5<br />

<strong>Alien</strong> Planetfall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5<br />

New Progenitor concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5<br />

Civil War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6<br />

Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6<br />

Energy Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

Base Conquest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

New Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

Progenitor Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Getting started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Using the <strong>Manual</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

Main (Starting) Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

Choose a Faction Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

New Faction Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10<br />

New manifestations of planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

Native Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

Flora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

Fauna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14<br />

Unity Pods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14<br />

Battle Ogres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14<br />

Cloning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

Landmarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

The Borehole Cluster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

Unity Wreckage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

The Manifold Nexus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16<br />

Fossil Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16<br />

Sid meier’s alpha centauri<br />

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New Manifestations of the Colonists . . . . . . . . . . . . . . . . . . . . . . . 16<br />

Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16<br />

Resonance Laser (R-Laser) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16<br />

Resonance Bolt (R-Bolt) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17<br />

String Disruptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17<br />

Tectonic Payload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17<br />

Fungal Payload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17<br />

Resonance Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17<br />

Pulse Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18<br />

Soporific Gas Pods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18<br />

Dissociative Wave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18<br />

Marine Detachment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18<br />

Fuel Nanocells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18<br />

Algorithmic Enhancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19<br />

Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19<br />

Aquafarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19<br />

Brood Pit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19<br />

Covert Ops Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19<br />

Flechette Defense System (FDS) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20<br />

Geosynchronous Survey Pod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20<br />

Subsea Trunkline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20<br />

Subspace Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20<br />

Thermocline Transducer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21<br />

Secret Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21<br />

Cloudbase Academy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21<br />

Manifold Harmonics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21<br />

Nethack Terminus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br />

Planetary Energy Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br />

New Technologies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br />

Progenitor Psych (E1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br />

Field Modulation (C2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br />

Adaptive Economic Systems (B3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23<br />

Adaptive Doctrine (C3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23<br />

Biodaptive Resonance (C4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23<br />

N-Space Compression (C8) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23<br />

Sentient Resonance (C9) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

Secrets of the Manifold (D13) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24<br />

String Resonance (C16) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24<br />

New Probe Team Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25<br />

Algorithmic Enhancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25<br />

New Probe Action-Freeing Captured Leaders . . . . . . . . . . . . . . . . . . . . . . . 25<br />

Detailed Description of New Factions . . . . . . . . . . . . . . . . . . . . . . 26<br />

Cult of Planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26<br />

Cybernetic Consciousness (Cyborgs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27<br />

Data Angels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28<br />

Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29<br />

Manifold Caretakers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30<br />

Manifold Usurpers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31<br />

Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32<br />

Appendix 1. New Unit Tables and Definitions . . . . . . . . . . . . . . . . 33<br />

Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33<br />

Secret Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34<br />

Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35<br />

Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36<br />

Technology Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36<br />

Appendix 2. Miscellaneous Enhancements . . . . . . . . . . . . . . . . . . 37<br />

Special Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37<br />

Additional Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38<br />

Appendix 3. Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40<br />

Return to Centauri (excerpt) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41<br />

Designers Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45<br />

Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49<br />

This product has been rated by the Entertainment Software Rating Board. For<br />

information about the ESRB rating, or to comment about the appropriateness of<br />

the rating, please contact the ESRB at 1-800-771-3772.<br />

Sid meier’s alpha centauri<br />

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INTRODUCTION<br />

Welcome to Sid Meier’s <strong>Alien</strong> <strong>Crossfire</strong>, FIRAXIS Games’ expansion pack<br />

for Sid Meier’s Alpha Centauri. Enjoy the new faces and places in <strong>Alien</strong><br />

<strong>Crossfire</strong>.<br />

<strong>Alien</strong> <strong>Crossfire</strong> is a companion game to Alpha Centauri and requires ownership<br />

of Alpha Centauri.<br />

Here’s a brief overview of what’s new in <strong>Alien</strong> <strong>Crossfire</strong>:<br />

◆ Five new human factions.<br />

◆ Two new alien factions: the Manifold Caretakers and the Manifold Usurpers.<br />

◆ New technologies based on alien concepts of resonance fields.<br />

◆ New facilities, including the Aquafarm, Covert Ops Center, and Subsea<br />

Trunkline.<br />

◆ New secret projects, including the Manifold Harmonics and the Nethack<br />

Terminus.<br />

◆ New alien life forms<br />

◆ New unit special abilities<br />

◆ New victory conditions for the Manifold factions.<br />

◆ Several additional new concepts and strategies.<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

WELCOME TO ALIEN CROSSFIRE<br />

ALIEN PLANETFALL<br />

The early human exploration of Planet found many mysterious signs pointing<br />

to a long-vanished alien race. The questions raised by these discoveries were<br />

soon answered when two alien factions arrived on Planet a few years after the<br />

crash-landing of the Unity. Their true motives were vague, but it appeared<br />

they had returned to Planet to settle the fate of Manifold Six (their name for<br />

Planet) and the grand experiment in which they were involved. The Usurper<br />

faction has been pushing for the Progenitor race to exploit the powers of the<br />

Manifold, and essentially set themselves up as gods. The Caretakers see Planet<br />

as a sentient being, whose death would result from Usurper policies. Two scout<br />

ships arrived in the space above Manifold Six to settle the issue.<br />

Unfortunately for both sides (but perhaps fortunately for the humans on<br />

Planet), the two ships were evenly matched, and nearly destroyed each other.<br />

Survivors of the two factions managed to jettison in escape pods down to<br />

Planet’s surface, where they prepare for battle, and for the day on which they<br />

can contact their respective factions and send for reinforcements. If that day<br />

ever comes, human existence on Planet will be in grave jeopardy.<br />

The human factions must choose whether to band together to fight the offworlders,<br />

or side with the aliens as a means to ultimate victory. The picture is<br />

further complicated by the rise of new human factions preaching radical<br />

philosophies, from the Drones who seek liberation of the working masses, to<br />

the strange Cybernetic faction unleashed by amoral University researchers.<br />

NEW PROGENITOR CONCEPTS<br />

The following is a summary of rules regarding the two alien factions, the<br />

Caretakers and the Usurpers. Note in some cases, Progenitor names for facilities<br />

or projects (such as “Children’s Creche” or “The Human Genome Project”) and<br />

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social engineering choices (such as “Free Market” or “Police State”) actually represent<br />

similar facilities and social choices in the Progenitor societal structure, but<br />

have been translated into their nearest human equivalent for convenience.<br />

CIVIL WAR<br />

The two alien ideologies are completely in opposition, and all alien interactions<br />

with each other and with the human factions are colored by this opposition.<br />

<strong>Alien</strong>s speak with human factions, and even sign treaties and pacts, but they<br />

do not speak to each other and they do not sign treaties and pacts with those<br />

who have treaties or pacts with their enemy. They cannot be asked to end a<br />

vendetta with one another. They do not participate in Governor elections or in<br />

any other Planetary Council votes. Their atrocities do not cause any adverse<br />

commerce effects, since they don’t use human commerce. Using atrocities<br />

against the aliens causes no extra diplomatic penalty, except for Planet Busters,<br />

still considered a global atrocity for the environmental damage caused.<br />

Because of this alien civil war, each game has either both the Usurpers and the<br />

Caretakers, or neither. Whether you are using the faction editor or playing with<br />

a mix of factions from <strong>Alien</strong> <strong>Crossfire</strong> and Alpha Centauri, you can never<br />

have just one alien faction in the game<br />

COMMUNICATION<br />

Humans and aliens cannot communicate at the beginning of the game. In<br />

order for Humans and aliens to communicate, one must discover the other’s<br />

Psych. This means the human faction must discover Progenitor Psych or the<br />

Progenitor faction must discover Social Psych. Once communication is established,<br />

the Progenitor speech is rendered by human translation software into<br />

its nearest human equivalent (including their arcane sentence structure).<br />

Progenitor communications within their own society, however, have been fully<br />

translated for complete understandability.<br />

Sid meier’s alpha centauri<br />

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ENERGY GRID<br />

The alien factions gain no energy from commerce with each other or humans.<br />

Instead, they gain energy from the Grid. This is a harmonic field set up by the power<br />

feeds of various technological devices; it manifests itself as 1 energy for every two<br />

facilities built, and 2 1/2 energy (rounded down) for each Secret Project completed.<br />

BASE CONQUEST<br />

When a human conquers a Progenitor base, or vice versa, a forced relocation<br />

of the population takes place. A forced relocation causes the population of the<br />

conquered base to be reduced to one. At the same time, half the remaining<br />

population (rounded up) is converted into colony pods belonging to the<br />

defeated faction. These can be attacked normally.<br />

NEW VICTORY CONDITIONS<br />

The presence of the Progenitor factions creates three new conditions which<br />

affect victory.<br />

DIPLOMATIC<br />

A leader may not be declared Supreme Leader unless the alien factions have been<br />

eradicated. Once they have been eradicated, Supreme Leader victory is allowed<br />

normally. If a Progenitor faction is “freed” by a Probe Team and swears a servile<br />

Pact, or swears a servile Pact during the course of the game, that counts as<br />

“being eradicated” and any human faction can win as Supreme Leader—even if<br />

the faction to whom the Pact was sworn are themselves eradicated later on.<br />

TRANSCENDENCE<br />

The Caretaker faction’s belief system does not allow for the exploitation of<br />

Manifold Six. Therefore, the Caretaker faction can never win by Transcendence<br />

victory, as Transcendence implies an exploitation of Manifold Six—the very<br />

thing they are fighting against. However, the Usurpers can win a<br />

Transdendence victory as per the usual rules.<br />

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PROGENITOR VICTORY<br />

The Progenitor factions can each win a new type of victory. They must have<br />

at least six bases of at least size 10 each, and they must construct a Subspace<br />

Generator in each of them. This creates the Resonance Communicator, allowing<br />

them to send signals to the home fleets in a far distant portion of the<br />

galaxy. The power of these fleets is well beyond the combined abilities of all<br />

the humans on Planet to combat; when communication occurs and the fleets<br />

arrive, the humans (and the other Progenitor faction) must capitulate.<br />

PROGENITOR ART<br />

The Progenitor factions have many unique pieces of art. These units, base<br />

enhancements, and citizen icons are representational only; the functions of<br />

the units, etc. remain the same. There are new pieces of Progenitor art for the<br />

following: Infantry units, rover units, air units, colony pods, terraformer units,<br />

perimeter defenses, tachyon fields, and citizen icons.<br />

GETTING STARTED<br />

USING THE MANUAL<br />

This manual is not meant to teach you how to play Sid Meier’s Alpha<br />

Centauri. Instead, it is a review of the new features and changes to the original<br />

Alpha Centauri contained in <strong>Alien</strong> <strong>Crossfire</strong>. You need to already know<br />

how to play Alpha Centauri to use this manual.<br />

If you Haven’t Played Before<br />

If this is your first experience into the world of Sid Meier’s Alpha Centauri<br />

and <strong>Alien</strong> <strong>Crossfire</strong>, refer to the Alpha Centauri manual for tips on how to<br />

run the tutorial scenarios.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

In addition to this manual, you will find the following useful materials included<br />

with your game:<br />

Install Guide. Installation, trouble shooting, and customer support.<br />

Tech Tree Chart. A new, updated tech tree chart shows the new alien technologies<br />

available.<br />

Cross Reference Chart. This tool, used in conjunction with the Tech Tree<br />

Chart, helps you understand how to acquire a technology.<br />

INSTALLATION<br />

Installation, troubleshooting and customer support are all covered in the<br />

Install Guide.<br />

GAME SETUP<br />

The following differences can be found in the starting menus.<br />

MAIN (STARTING) MENU<br />

QUICKSTART<br />

This option still drops you directly into a new game configured exactly like the<br />

last game you played (including faction choice). If you use Quickstart before playing<br />

a game, you enter a world of average size set to the game’s defaults. You<br />

explore this new world as the Cybernetic faction set to the easiest difficulty level.<br />

CHOOSE A FACTION SCREEN<br />

There are now five additional factions of refugees resulting from the disastrous<br />

destruction of the UN colony ship, Unity. There are also two alien factions<br />

vying for control of the Manifold experiment called Planet.<br />

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See New Faction Overview, below, for information about the seven new factions.<br />

Play Random Faction<br />

Random Play is available with<br />

any of the above configurations.<br />

Play Selected Faction<br />

Choose your faction and then<br />

select this option. If you are<br />

using a random setup, this button<br />

has the same effect as<br />

“Play Random.”<br />

Change Name<br />

Customize the name of your faction and the other factions in the game.<br />

Info<br />

Shows the help text for the selected faction. Choosing “OK” from this screen<br />

starts the game with you playing the selected faction.<br />

Cancel<br />

Sends you back to the difficulty level screen.<br />

Drop-down boxes<br />

This new feature allows you to load each individual slot with the faction of<br />

your choice. Once the seven slots are loaded, you can play a selected faction<br />

or a random faction from among the seven you have selected. You can mix<br />

and match factions between the original and new games at will.<br />

NEW FACTION OVERVIEW<br />

As before, the factions in <strong>Alien</strong> <strong>Crossfire</strong> are divided into spheres of political and<br />

social thought. Two additional factions of aliens are introduced; their primary motivations<br />

are more simple: destroy the opposing alien faction in a bitter civil war.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

The Cybernetic Consciousness (led by Prime Function Aki Zeta-Five)<br />

This faction is led by a mysterious figure from The Unity who has apparently<br />

been part of an experiment in artificial intelligence. It is surmised a research<br />

technician working for Prokhor Zakharov was subjected to an implanted AI algorithm,<br />

and is now sharing her consciousness with this intelligence. Aki Zeta-Five<br />

offers her followers a pure intellect less fettered by greed and other distressing<br />

emotions. Her society is advanced and efficient in industry and technology.<br />

However, this society is unfamiliar with human emotions; therefore, concepts<br />

like sex lead the Cyborgs to have a difficult time with population growth. They<br />

are immune to the negative effects of the Cybernetic social choice.<br />

The Nautilus Pirates (led by Captain Ulrik Svensgaard)<br />

The Pirates believe the oceans of Planet are actually far more suitable for<br />

human life than the land masses. They are dedicated to a life at sea, exploiting<br />

the untold riches of the water. Their intimate knowledge of the deep allows<br />

them to construct enhancements even in deep sea areas. Their sea combat units<br />

are especially well trained for shipboard actions (free Marine Detachment ability<br />

for sea units once the appropriate technology is discovered). They also get<br />

a free Naval Yard in every base upon discovery of the appropriate technology,<br />

and pay no prototype costs for sea formers and sea colony pods. They are also<br />

able to extract extra raw materials from shelf sea-squares.<br />

The Free Drones (led by Foreman Domai)<br />

The Drones are led by a former drone who has come to understand the horrible<br />

oppression under which his peers labor. He seeks to build a nation with<br />

great industrial might, without exploiting his workers like the other faction<br />

leaders. The Drones believe in an orderly society and gain Police benefits. Their<br />

industrial capacity is, of course, unmatched. Believing in a labor society means<br />

elite scientific research is very slow, however. Bases revolting against their current<br />

owners, anywhere on Planet, have a significant chance of proclaiming<br />

themselves members of the Drone faction. Finally, Free Drone bases have fewer<br />

discontented workers (“drones”) and are thus easier to manage.<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

The Data Angels (led by Datajack Sinder Roze)<br />

The Angels are dedicated to a flow of free information and equal opportunity<br />

for all. Their detractors call them “hackers” and thieves—but the Angels are<br />

mostly interested in the excitement of covert operations. Their lack of social<br />

structure makes police procedures more difficult, but they are highly effective<br />

spies—their bases are very difficult to penetrate, and Angel probe actions cost<br />

less than those of other factions. In addition, the Angel faction automatically<br />

gains any technology known by at least three other infiltrated factions, due to<br />

their constant covert activities. They also acquire a free Covert Ops Center in<br />

each base, after they discover Pre-Sentient Algorithms.<br />

The Cult of Planet (led by Prophet Cha Dawn)<br />

The leader of the Cult of Planet appeared under mysterious circumstances a few<br />

years after Planetfall. Though clearly just a young boy, he claims to have the<br />

Word of Planet in his ears, and promises to lead his followers to a cleansing<br />

jihad, making them (and the will of Planet) supreme. The Cult has little interest<br />

in material things, causing a general economic slowdown in their faction.<br />

However, they are supremely in tune with Planet, and have better capabilities<br />

with native lifeforms than even the Gaians. They get a free Biology Lab in each<br />

base upon discovery of the appropriate technology, and their people are so in<br />

awe of the native life forms that mindworms count double for police duty.<br />

The Manifold Caretakers (led by Guardian Lular H’minee)<br />

The Caretakers are members of the Progenitor race, the original creators of the<br />

living experiment called Planet. The Caretaker faction is dedicated to noninterference<br />

with Planet’s life forms and destiny; they believe the Manifold<br />

experiment must be allowed to run its natural course. In human terms, this<br />

means they can draw more sustenance from Planet (support more units), and<br />

have a greater bond with Planet. They acquire a free Recycling Tank in every<br />

base, and their method of energy-gathering is very different: they gain energy<br />

depending upon the number of base facilities at a base. They also receive<br />

a defensive bonus in combat due to a combination of sensory capabilities<br />

unkown by humans, collectively know as “resonance sensitivity”. This sensitivity<br />

hinders any attempt at surprise or trickery on the part of opposing forces.<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

Finally, Progenitors are ahead of humans in technological know-how; though<br />

the landing party must re-discover most technologies, the alien headstart is<br />

represented by the ability to direct research more specifically.<br />

The Manifold Usurpers (led by Conquerer Judaa Maar)<br />

The Usurpers are an opposing faction of Progenitors who believe the Manifold<br />

experiment has reached a logical conclusion, and it is time for the powers of<br />

Planet to be used for military purposes. They have highly efficient resource management<br />

(recycling tanks), but instead of a defensive combat bonus, they receive<br />

a bonus of attack, growth, and morale. They, too, receive resonance sensitivity<br />

bonuses and directed research. The Caretakers and Usurpers are locked in a bitter<br />

civil war, and their main goal is the destruction of the other faction; humans<br />

are an insignificant annoyance to them, and are used or discarded at need.<br />

NEW MANIFESTATIONS OF PLANET<br />

<strong>Alien</strong> <strong>Crossfire</strong> contains three new alien life forms, and several new landmarks<br />

and Unity pod discoveries. The new unit types will always appear; the new<br />

landmarks may or may not appear in any particular game.<br />

NATIVE LIFE<br />

There are three new kinds of alien life: fungal towers, spore launchers, and the<br />

mysterious Sealurks.<br />

FLORA<br />

Fungal Towers. These occur randomly wherever native life might be<br />

found. They are immobile and fight using PSI combat, as all native life<br />

forms. They may add a fungus square to an empty space around them. If<br />

all squares around them become fungus, they may start generating mindworms<br />

or spore launchers.<br />

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FAUNA<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

Spore Launchers. These are almost plant-like life forms capable of<br />

normal movement. They contain thousands of large fungus spores, used as a<br />

weapon to destroy elements disturbing the local ecology. A spore launcher<br />

attempts to destroy improvements first, and then attack units with an effect<br />

similar to “PSI artillery.” They engage in duels with normal artillery. These<br />

units can be built at a base upon the discovery of Biodaptive Resonance (C4).<br />

Sealurks. These sea units are similar to Isles of the Deep, but they cannot<br />

carry other units. They are harder to spot using submarine rules for movement<br />

and discovery. Their combat effectiveness against coastal sea bases is<br />

greater than that of the Isles. These units can be built at a base upon the discover<br />

of Centauri PSI (E8).<br />

UNITY PODS<br />

There are two new effects generated by Unity pods: the Battle Ogre (actually<br />

found in alien ruins located by Unity beacons) and the cloning effect.<br />

BATTLE OGRES<br />

These ancient mechanical devices were possibly used by the<br />

Progenitor race to wage war. Each Ogre is a self-contained battle unit that<br />

relies on long-lost technologies for their power and movement. Ogres come in<br />

three varieties:<br />

Mark I Ogres: 6r-3r-1 units (resonance attack and defense). They count double<br />

for police duty.<br />

Mark II Ogres: 12r-8r-1, with police powers and dissociative wave. They possess<br />

the equivalent of a level 2 reactor.<br />

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Mark III Ogres: 30-12-3 Elite units with police powers and dissociative wave.<br />

They possess the equivalent of a level 3 reactor.<br />

The Ogre’s main downfall is combat damage can never be repaired, not even<br />

at a monolith. Guard them carefully!<br />

CLONING<br />

Occasionally a pod may lodge itself in a dimensional rift. These can duplicate the<br />

unit making the discovery. The second unit is independent of any home base.<br />

LANDMARKS<br />

Four new landmarks can be discovered across the face of Planet. Because of<br />

the limitless gameplay of <strong>Alien</strong> <strong>Crossfire</strong>, any one landmark is not guaranteed<br />

to occur in any particular game.<br />

THE BOREHOLE CLUSTER<br />

The Borehole cluster is a collection of three boreholes, providing<br />

additional minerals and energy just as if they had<br />

been built. The technology needed to have built (and left<br />

behind) these cracks in Planet’s surface bespeak a powerful<br />

alien technology.<br />

UNITY WRECKAGE<br />

The shattered hulk of the Unity, containing the Mining<br />

Laser, Scout Chopper, a comm beacon showing the<br />

starting location of each human faction, and the<br />

Engine Core, worth bonus energy. All four of these<br />

must be found individually, so make sure you explore<br />

the wreckage carefully.<br />

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16<br />

THE MANIFOLD NEXUS<br />

Control of this grants the controlling faction +1 Planet.<br />

It is not certain what the Nexus is, but it appears to be<br />

the central communications point for all six of the<br />

Progenitor Manifold experiments. In essence, it is a<br />

control tower for planetary intelligence.<br />

FOSSIL RIDGE A coral formation in the sea that grants +1 mineral/square.<br />

NEW MANIFESTATIONS OF<br />

THE COLONISTS<br />

UNITS<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

Because of the influx of alien technology (or, in games with no alien factions,<br />

new research into alien artifacts and monoliths), new unit weapons, armor, and<br />

specials have become available. These are, for the most part, based on the<br />

Progenitor concept of “resonance,” which is a new way of perceiving various<br />

fields around us, including magnetic and electrical forces.<br />

RESONANCE LASER (R-LASER)<br />

Six attack strength with a built-in 25% bonus vs. PSI units. The resonance<br />

laser is a regular laser with additional Manifold “resonance” technology<br />

attached to the wave form; this affects PSI creatures adversely. Becomes available<br />

upon the discovery of Bioadaptive Resonance (C4).<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

RESONANCE BOLT (R-BOLT)<br />

Twelve attack strength with a built-in 25% bonus vs. PSI units. Similar to the<br />

R-laser, with the resonance field attached to a tachyon bolt. Becomes available<br />

upon the discovery of Sentient Resonance (C9).<br />

STRING DISRUPTOR<br />

Thirty attack strength weapon, built of a combination of temporal disruption<br />

and Progenitor resonance technology taken to its highest degree. Becomes<br />

available upon the discovery of String Resonance (C16).<br />

TECTONIC PAYLOAD<br />

Allows the construction of a missile that, when fired, causes the target square<br />

to rise 1 level in height for each level of reactor technology possessed by the<br />

builder. Thus, a Tectonic Missile fired with a (4) reactor raises the target terrain<br />

four levels (maximum height above sea level is four levels). To target a<br />

square, move the missile to the desired target (cannot be a sea-square, unit,<br />

or base) and press the “I” key. Becomes available upon the discovery of N-<br />

Space Compression (C8).<br />

FUNGAL PAYLOAD<br />

Destroys improvements in the target square, leaving behind 1-4 squares of<br />

fungus, depending on the reactor technology possessed by the builder.<br />

Additional fungus output can destroy improvements. Valid targets and targeting<br />

methods are the same as the Tectonic Payload. Becomes available upon<br />

discovery of N-Space Compression.<br />

RESONANCE ARMOR<br />

Three or eight defense strength with a built-in 25% bonus vs. PSI attackers.<br />

The technology used is similar to the Resonance Laser, but the static field is<br />

easier to control as a defense than as a beam weapon. Res-3 becomes available<br />

upon discovery of Field Modulation (C2); Res-8 becomes available upon<br />

discovery of Sentient Resonance (C9).<br />

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PULSE ARMOR<br />

Three or eight defense strength with a built-in 25% vs. Mobile attackers. Pulse<br />

armor sends out continuous streams of random ECM “white noise” to foul<br />

communications of mobile units. Pulse-3 becomes available upon discovery of<br />

Adaptive Doctrine (C3); Pulse-8 becomes available upon discovery of Super<br />

Tensile Solids (B10).<br />

SOPORIFIC GAS PODS<br />

Units with this ability lower the morale of their targets by two levels, employing a<br />

combination of standard sleep-inducing gas and a soothing wave-form/broad<br />

band resonance. Becomes available upon discovery of Bioadaptive Resonance (C4).<br />

DISSOCIATIVE WAVE<br />

Enemy units get no combat bonuses from their own special equipment when<br />

attacking a unit equipped with this high-energy field that temporarily disrupts<br />

delicate electronic equipment. The unit equipped with dissociative waves can<br />

tune its own special equipment to “ignore” this field. The field generator is bulky<br />

and hard to manipulate during mobile engagements, rendering it ineffective as<br />

an attack weapon. Becomes available upon discovery of Centauri PSI (E8).<br />

MARINE DETACHMENT<br />

A ship equipped with this ability can capture an enemy ship 50% of the time,<br />

if the defender is reduced to 30% or less combat strength without being<br />

destroyed in the process. Marine squads are trained in the art of ship capture,<br />

which involves fast moving and a knowledge of where to strike the enemy vessel<br />

to cripple its command structure and avoid self-destruct mechanisms.<br />

Becomes available upon discovery of Adaptive Doctrine (C3).<br />

FUEL NANOCELLS<br />

Air units equipped with this ability have their range increased by four. This<br />

means a functional increase of two squares on each leg of the flight. Becomes<br />

available upon discovery of Matter Compression (C9).<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

ALGORITHMIC ENHANCEMENT<br />

Used by Probe Teams only. Probe Teams equipped with this ability have their<br />

chance of failure cut in half when acting against normal targets (a 60-40 action<br />

would become an 80-20 action), and have half the normal chance of success<br />

penetrating the defenses of factions with the Hunter-Seeker Algorithm, or<br />

whose social engineering choices have rendered them “immune” to mind control.<br />

Becomes available upon discovery of Nanominiaturization (B8).<br />

FACILITIES<br />

AQUAFARM<br />

Increases food output from every kelp farm at that base by one. The<br />

aquafarm is a Progenitor concept, harnessing tidal movements to<br />

aerate the kelp, and predictive technology to take advantage of tidal<br />

surges, warm currents, etc. Becomes available upon discovery of Manifold<br />

Psych (E1).<br />

BROOD PIT<br />

Acts as a Children’s Creche for native units, if there is not already one<br />

at the base. Decreases the cost of alien units built at the base by<br />

25%. Gives the base a +2 Police rating. The Brood Pit is a place where<br />

alien life forms can be grown with relative ease. It also doubles as a punishment<br />

area. Becomes available upon discovery of Centauri Genetics (E7).<br />

COVERT OPS CENTER<br />

Probe teams built at this base gain +2 Morale. Gives the base a +2<br />

Probe rating. These training centers for spies emphasize data retrieval<br />

and cryptology, though assassination techniques are rumored to be<br />

taught in some forums. Becomes available upon discovery of Pre-Sentient<br />

Algorithms (D5).<br />

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FLECHETTE DEFENSE SYSTEM (FDS)<br />

Gives units at the base +100% defense against missile attacks. Also,<br />

each FDS within two squares has a 50% chance to knock out any<br />

ICBM (Planet Buster, Tectonic Payload, Fungal Payload) before<br />

satellites are used. The FDS utilizes a flechette delivery system combined<br />

with alien resonance waves, to cheaply knock down incoming missiles.<br />

Becomes available upon discovery of N-Space Compression (C8).<br />

GEOSYNCHRONOUS SURVEY POD<br />

Increases the base sighting radius to three squares. Acts as a sensor<br />

for the base, cumulative with any actual sensor built there as far as<br />

combat bonuses. As the name implies, the Survey Pod locks into geosynchronous<br />

orbit with the base, and provides up-to-the-minute survey data<br />

regarding the surrounding terrain. Becomes available upon discovery of N-<br />

Space Compression (C8).<br />

SUBSEA TRUNKLINE<br />

Increases mineral output from every mining platform at that base by<br />

one. The Trunkline is a method of melting down ore from the seabottom<br />

into a liquid that can be transported (using the coolness of<br />

the ocean to keep the trunkline itself from melting) to the processing plants.<br />

Becomes available upon discovery of Planetary Economics (B6).<br />

SUBSPACE GENERATOR<br />

The Progenitor factions must build six of these, each in a city of size 10<br />

or greater, to complete the “Resonance Communicator” to summon a<br />

warfleet of his or her faction to Manifold Six and bring an end to the<br />

war for control. Becomes available upon discovery of Singularity Mechanics (D12).<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

THERMOCLINE TRANSDUCER<br />

Increases energy output from every tidal harness at that base by one.<br />

The Transducer takes advantage of the thermocline, the area of the<br />

ocean where the cold layer and hot layer meet, to generate electrical<br />

energy based on temperature differential. Becomes available upon discovery of<br />

Adaptive Economic Systems (B3).<br />

SECRET PROJECTS<br />

CLOUDBASE ACADEMY<br />

Gives a free Aerospace Complex at every base. The Cloudbase<br />

Academy is a central location where pilots can come for training in<br />

special weapons and tactics. A pilot must first distinguish him or herself<br />

in school or combat before entering the prestigious academy. Becomes<br />

available upon discovery of Mind/Machine Interface (C6).<br />

MANIFOLD HARMONICS<br />

Increases fungus and monolith output rating according to your faction’s<br />

Planet rating:<br />

Rating Nutrient Energy Mineral<br />

0 0 +1 0<br />

1 +1 +1 0<br />

2 +1 +1 +1<br />

3 +1 +2 +1<br />

Manifold Harmonics is a grand-scale building/temple harnessing a tiny fraction<br />

of the power of the Six Manifolds, including Planet, bringing the owners<br />

into closer communication with the native life forms. Becomes available upon<br />

discovery of Secrets of the Manifolds (D13).<br />

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NETHACK TERMINUS<br />

All Probe Teams built have +1 morale. All probe team actions are at<br />

–25% cost. All Probe Teams act as though they have the Algorithmic<br />

Enhancement. Additional Algorithmic Enhancement has no additional<br />

effect. The Terminus is a central databank/server complex tied into the planetary<br />

network of research and meteorological computers, mimicking their<br />

functions while extracting data covertly. Becomes available upon discovery of<br />

Self-Aware Machines (D11).<br />

PLANETARY ENERGY GRID<br />

Gives a free Energy Bank at every base. A base set to “Stockpile Energy”<br />

outputs 25% additional energy. The Grid is really nothing more than a<br />

giant energy plant tied into the global banking network; it takes<br />

advantage of market fluctuations to buy or sell futures at an immediate profit.<br />

Becomes available upon discovery of Adaptive Economic Systems (B3).<br />

NEW TECHNOLOGIES<br />

PROGENITOR PSYCH (E1)<br />

Leads to Adaptive Economic Systems and Field Modulation. This technology<br />

is, essentially, an understanding of how the Progenitor mind works, and how<br />

(through translation) its concepts are mapped onto human paradigms. It is not,<br />

of course, a full understanding of Progenitor motivations and actions.<br />

FIELD MODULATION (C2)<br />

Leads to Bioadaptive Resonance. Allows Res-3 Armor. Understanding of Field<br />

Modulation is the first step into the world of Progenitor harmonics. This technology<br />

lets an equipped human view the harmonic fields of gravitation, magnetism,<br />

and various parts of the electromagnetic spectrum normally invisible<br />

to the eye or other human senses.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

ADAPTIVE ECONOMIC SYSTEMS (B3)<br />

Leads to Planetary Economics. Allows The Planetary Energy Grid secret project,<br />

and the Thermocline Transducer facility. Adaptive Economics is a new way<br />

of looking at economic theory. It is an offshoot of Progenitor Resonance technology,<br />

and allows for rapid transition to new economic models based on the<br />

immediate needs of the populace.<br />

ADAPTIVE DOCTRINE (C3)<br />

Leads to Advanced Military Algorithims. Allows the Marine Detachment ability,<br />

and Pulse-3 Armor. Adaptive Doctrine is similar in some ways to Adaptive<br />

Economic Systems, having its root in Progenitor Resonance technology. In this<br />

case, its application is military rather than economic.<br />

BIODAPTIVE RESONANCE (C4)<br />

Leads to Sentient Resonance. Allows the Resonance Laser and the Soporific<br />

Gas Pods ability. Bioadaptive Resonance is a way of tuning resonance fields to<br />

the individual harmonic outputs of living organisms. These tuned waves can<br />

be used to stimulate human or Progenitor brainwave activity. This can be further<br />

tuned to cause damage or, for example, put the subject into a deep sleep.<br />

N-SPACE COMPRESSION (C8)<br />

Leads to Self-Aware Machines. Allows the Geosynchronous Survey Pod facility,<br />

and missiles with Tectonic and Fungal payloads. N-Space is a Progenitor term<br />

that loosely translates as “The shortest distance between two points is always 0,<br />

because any two points in our perceivable space are actually contiguous in some<br />

other universe, postulating infinity.” Compression simply brings things that<br />

appear to be in one place (such as a bulky missile payload) to another place<br />

(such as a missile warhead) at will (such as only at time just prior to detonation).<br />

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SENTIENT RESONANCE (C9)<br />

Leads to Secrets of the Manifolds. Allows the Resonance Bolt (A12r) and Res-<br />

8 Armor. Sentient Resonance is the discovery of a way of tying computer algorithms<br />

and pre-sentient AI to resonance fields—making the resonance fields<br />

sentient in their own right. It allows for pin-point direction of beam focal<br />

points, and instant reactions to new targets and opportunities.<br />

SECRETS OF THE MANIFOLD (D13)<br />

Leads to String Resonance. Allows The Manifold Harmonics secret project. To<br />

one who has learned the secrets of the Manifold, the entirety of Planet’s biosphere<br />

becomes simple and obvious. Each creature has its place and each performs<br />

a specific function in the ecosystem. The Secrets demonstrate a new way<br />

of viewing the Planetary mind. The secrets also reveal a grander plan, involving<br />

far-flung planetary intelligence throughout the galaxy.<br />

STRING RESONANCE (C16)<br />

String Resonance allows the detection of Resonance fields at even the “string”<br />

(one-dimensional building block of matter) level. The ability to manipulate the<br />

very structure of the universe allows for awesome destructive power.<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

NEW PROBE TEAM RULES<br />

Probe teams now have a new special enhancement with which they can be<br />

built, and a new activity in which they can engage.<br />

ALGORITHMIC ENHANCEMENT<br />

With Algorithmic Enhancement, Probe Teams can become even more powerful.<br />

An enhanced Probe Team has half the normal chance of failure. For example, a<br />

Probe Team with a normal chance of 60% success, 40% failure, would now have<br />

an 80% chance of success (1/2 40% = 20%, added to the chance of success).<br />

In addition, Enhanced Probe Teams can penetrate the interlocks of a unit or<br />

base protected by Social Engineering or the Hunter-Seeker Algorithm! The<br />

chance of success is half what the chance would have been if the target did<br />

not possess the H-S Algorithm, or if their Probe rating was +3 rather than +4.<br />

NEW PROBE ACTION-FREEING CAPTURED<br />

LEADERS<br />

Probe Teams can now free captured faction leaders. Whenever a faction is<br />

eradicated, the faction responsible for the eradication typically moves the captured<br />

leader to its capital, where he or she is held in life imprisonment. A Probe<br />

team that successfully penetrates the prison interlocks can free the captured<br />

faction leader, who will begin at a new base as though he or she had originally<br />

escaped capture. This faction leader will swear a Pact to serve the faction<br />

that freed him or her.<br />

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DETAILED DESCRIPTION OF<br />

NEW FACTIONS<br />

CULT OF PLANET<br />

Faction Characteristics<br />

Aggression Aggressive<br />

Priorities Explore, Conquer<br />

Starting Tech Centauri Ecology, Social Psych<br />

Choices Green<br />

Aversions Wealth<br />

◆ +2 Planet (total harmony with<br />

Planet’s will).<br />

◆ -1 Economy (lack of interest in<br />

worldly goods).<br />

◆ -1 Industry (lack of interest in worldly<br />

goods).<br />

Brood Pit free at each base with discovery<br />

of Centauri Genetics (fascination<br />

with native life forms).<br />

Mind Worms do double police duty<br />

(awe of native life forms).<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

CYBERNETIC CONSCIOUSNESS (CYBORGS)<br />

Faction Characteristics<br />

◆ +2 Efficiency (No petty emotional<br />

foibles).<br />

◆ -1 Growth (Unfamiliarity with sex<br />

drive).<br />

◆ +2 Research (Devoted to acquisition<br />

of knowledge).<br />

Immune to the negative effects of the<br />

“Cybernetic” Social choice.<br />

Can steal research when conquering a<br />

base (can easily access any network)<br />

Aggression Passive<br />

Priorities Explore, Discover<br />

Starting Tech Applied Physics, Information Networks<br />

Choices Cybernetic<br />

Aversions Fundamentalist<br />

Sid meier’s alpha centauri<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

DATA ANGELS<br />

Faction Characteristics<br />

◆ +2 Probe (complete knowledge of<br />

computer systems).<br />

◆ -1 Police (anarchistic tendencies, even<br />

among followers).<br />

Probe actions cost reduced by 25%<br />

(computer experts).<br />

Free Covert Ops Center with discovery<br />

of Pre-Sentient Algorithms (society<br />

dedicated to “liberating” information).<br />

Gains any technology known to three<br />

other infiltrated factions (constant spying).<br />

Aggression Erratic<br />

Priorities Discover, Build<br />

Starting Tech Information Networks, Planetary Networks<br />

Choices Democratic<br />

Aversions Power<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

DRONES<br />

Aggression Erratic<br />

Priorities Build, Conquer<br />

Starting Tech Industrial Base<br />

Choices Eudaimonic<br />

Aversions Green<br />

Faction Characteristics<br />

<strong>•</strong> +2 Industry (factory specialists).<br />

<strong>•</strong> -2 Research (lack of interest in elitist<br />

research)<br />

Bases that revolt have a 75% chance of<br />

joining the Drones (rebel workers see a<br />

common cause).<br />

Bases generate one fewer drone (better<br />

working conditions).<br />

May not use Green Economics.<br />

Sid meier’s alpha centauri<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

MANIFOLD CARETAKERS<br />

“Space Survey” prior to landing—reveals all land masses.<br />

Faction Characteristics<br />

<strong>•</strong> +1 Planet (environmental safeguards;<br />

can capture mind worms).<br />

Free Recycling Tank in every base (harmony<br />

with Planetary environment).<br />

“Energy Grid” in lieu of commerce—<br />

every two base facilities built adds +1<br />

energy/turn at that base. Secret Projects<br />

count for 2 1/2 energy.<br />

+25% on defense (Warrior-Conservators<br />

with harmonic control).<br />

Non-blind Research (rediscovering lost technology instead of making new discoveries.<br />

“Deep Radar” ability for all units.<br />

Aggression Aggresive<br />

Priorities Explore, Discover, Conquer<br />

Starting Tech Progenitor Psych, Field Modulation, Centauri Ecology<br />

Choices Planned<br />

Aversions None<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

MANIFOLD USURPERS<br />

Faction Characteristics<br />

<strong>•</strong> +1 Growth (rapid population growth)<br />

<strong>•</strong> +1 Morale (bred for combat).<br />

Free Recycling Tanks in every base (efficient<br />

use of resources).<br />

+25% in offensive combat (highly<br />

developed resonance sensitivity).<br />

“Energy Grid” at each base-increased<br />

infrastructure generates additional energy.<br />

“Space Survey” prior to landing—reveals<br />

all land masses.<br />

Non-blind research (rediscovering lost technology instead of making new discoveries).<br />

“Deep Radar” ability for all units.<br />

Aggression Aggressive<br />

Priorities Conquer, Build<br />

Starting Tech Progenitor Psych, Field Modulation, Biogenetics<br />

Choices Planned<br />

Aversions Democratic<br />

Sid meier’s alpha centauri<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

PIRATES<br />

Faction Characteristics<br />

Can build enhancements in deep sea<br />

with discovery of Advanced Ecological<br />

Engineering (aquatic know-how).<br />

+1 mineral in shelf squares (aquatic<br />

know-how).<br />

Marine Detachment ability for combat<br />

sea units with discovery of Adaptive<br />

Doctrine (ferocious infighters).<br />

Sea Colony Pod and Sea Former already<br />

prototyped.<br />

Free Naval Yard in every base with discovery<br />

of Doctrine: Initiative (adapted for life at sea).<br />

-1 Growth and Efficiency (“seafaring” social structure).<br />

Aggression Erratic<br />

Priorities Explore, Conquer<br />

Starting Tech Doctrine: Mobility, Doctrine: Flexibility<br />

Choices Power<br />

Aversions None<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

APPENDIX 1. NEW UNIT<br />

TABLES AND DEFINITIONS<br />

FACILITIES<br />

Facility Cost Maint Prerequisite Tech Effect<br />

Aquafarm 80 1 Pr. Psych +1 food/kelp farm<br />

Brood Pit 80 2 Cent. Gen. Morale, +2 Police,<br />

25% cost of alien units<br />

Covert Ops Center 100 2 Pre. Alg. +2 morale: Probe.<br />

Probe bonus<br />

Geosynchronous Survey Pod 160 4 N-Space 3-square sight; sensor<br />

Flechette Defense System 120 2 N-Space +100% missile defense;<br />

can knock out ICBMs<br />

Subsea Trunkline 120 4 Pla. Econ. +1 mineral/mining<br />

platform<br />

Subspace Generator 600 5 Sing. Mech. Progenitor victory<br />

Thermocline Transducer 80 0 Adp. Eco +1 energy/tidal<br />

Aquafarm. Increases food output from every kelp farm at that base by one.<br />

Brood Pit. Acts as a Children’s Creche for alien units, if there is not already<br />

one at the base. Decreases the cost of alien units built at the base by 25%.<br />

Gives the base a +2 Police rating.<br />

Covert Ops Center. Probe teams built at this base gain +2 Morale. Gives the<br />

base a +2 Probe rating.<br />

Geosynchronous Survey Pod. Increases the base sighting radius to three<br />

squares. Acts as a sensor for the base, cumulative with any actual sensor that<br />

may have been built, for combat purposes.<br />

Flechette Defense System. Gives units at the base +100% defense against<br />

missile attacks. Also, each system within two squares has a 50% chance to<br />

Sid meier’s alpha centauri<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

knock out any ICBM (Planet Buster, Tectonic Payload, Fungal Payload) before<br />

satellites are used.<br />

Subsea Trunkline. Increases mineral output from every mining platform at<br />

that base by one.<br />

Subspace Generator. Six of these in Progenitor bases of size 10 or greater creates<br />

the Resonance Communicator, bringing an alien victory.<br />

Thermocline Transducer. Increases energy output from every tidal harness at<br />

that base by one.<br />

SECRET PROJECTS<br />

Secret Project Cost Prerequisite Technology Effect<br />

Cloudbase Academy 300 Mind-Machine Interface Aerospace Complex each<br />

base. Nanocells<br />

Manifold Harmonics 500 Secrets of the Manifold Increase Fungus Production<br />

Nethack Terminus 400 Self-Aware Machines +Morale: Probe Teams;<br />

increase Probe success.<br />

Planetary Energy Grid 300 Adaptive Economics Energy Bank each base.<br />

Stockpile +25%<br />

Cloudbase Academy. Gives a free Aerospace Complex at every base.<br />

Manifold Harmonics. Increases fungus and monolith output rating according<br />

to your faction’s Planet rating:<br />

Rating Nutrient Energy Mineral<br />

0 0 +1 0<br />

1 +1 +1 0<br />

2 +1 +1 +1<br />

3 +1 +2 +1<br />

Nethack Terminus. All Probe Teams built have +1 morale. All probe team actions<br />

are at –25% cost. All Probe Teams act as if they had Algorithmic Enhancement.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

Planetary Energy Grid. Gives a free Energy Bank at every base. A base that<br />

is set to “Stockpile Energy” will output 25% additional energy.<br />

UNITS<br />

ARMAMENT<br />

Weapon Attack Rating/Cost Prerequisite Technology<br />

String Disruptor 30/40 String Resonance<br />

Resonance Bolt 12*/16 Sentient Resonance<br />

Resonance Laser 6*/8 Bioadaptive Resonance<br />

Tectonic Missile Special/24 N-Space Compression<br />

Fungal Missile Special/24 N-Space Compression<br />

*Resonance attack units are enhanced 25% in PSI attacks.<br />

DEFENSES<br />

Defense Defensive Strength Prerequisite Technology<br />

Pulse-3 Armor 3*/5 Adaptive Doctrine<br />

Pulse-8 Armor 8*/11 Super Tensile Solids<br />

Resonance-3 Armor 3**/5 Field Modulation<br />

Resonance-8 Armor 8**/11 Sentient Resonance<br />

* Pulse defense units are enhanced 25% vs Mobile units.<br />

** Resonance defense units are enhanced 25% vs PSI attackers.<br />

Sid meier’s alpha centauri<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

SPECIAL ABILITIES<br />

Ability Cost Prereq. Abbrev. Desc.<br />

Soporific Gas Pods 1 Bioadaptive Resonance Gas -2 enemy morale when<br />

you attack<br />

Dissociative Wave 2 Centauri PSI Diss. Enemy combat specials<br />

fail when they attack<br />

Marine Detachment 1 Adaptive Doctrine Marine Ships capture enemy<br />

ships<br />

Fuel Nanocells 1 Matter Compression Fuel+ +4 range for air units<br />

Algorithmic Enhancement 1 Nanominiaturization Algorithm Increase Probe Team<br />

success<br />

TECHNOLOGY TREE<br />

Technology Abbrev. Prerequisites Notes<br />

Progenitor Psych ProgPsych None Aquafarm<br />

Field Modulation FieldMod ProgPsych, CentEco 3-Res Armor<br />

Adaptive Economic Systems AdEcoSys ProgPsych, IndEco Planetary Energy Grid,<br />

Thermocline Transducer<br />

Adaptive Doctrine AdDoct PolySoft, DocFlex Marine Detachment,<br />

3-Pulse Armor<br />

Biodaptive Resonance BioRes FeildMod, CentEmp Res. Laser, Gas Pods<br />

N-Space Compression Nspace Biomech, Orb Geosynch Pod, Payloads,<br />

Flechette Defense<br />

Sentient Resonance SentRes CentPSI, BioRes Res. Bolt, 8-Res Armor<br />

Secrets of the Manifold SecMan SentRes, SecAlpha Manifold Harmonics<br />

String Resonance StringRes SecMan, TempMech String Disruptor<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

APPENDIX 2. MISCELLANEOUS<br />

ENHANCEMENTS<br />

The following enhancements to Alpha Centauri are all contained in <strong>Alien</strong><br />

<strong>Crossfire</strong>.<br />

SPECIAL FEATURES<br />

◆ HOTSEAT multiplayer mode now available.<br />

◆ Play-by-email multiplayer mode now available.<br />

◆ Added your total Council votes to the bottom of the Comm menu.<br />

◆ One of the cycling info displays now shows # of council votes.<br />

◆ You can now see AI player’s social engineering settings.<br />

◆ Adjusted armor costs for air units.<br />

◆ New council proposals shown on datalinks for technologies which enable them.<br />

◆ Alt+Shift+W toggles fog-of-war preference.<br />

◆ Added a right-click menu to base production screen so you can remove<br />

obsolete units from view, as well as perform other production functions.<br />

◆ You can now see the destination of a unit without selecting it. This option<br />

can be toggled under “Map” preferences.<br />

◆ You can now release mind worms into wild using the “Turn Over Unit<br />

Control” option on the Action Menu.<br />

◆ New atrocity rules: (a) 12+ atrocities (depends on difficulty level) will cause<br />

all factions to declare vendetta (b) Nerve stapling becomes increasingly ineffective<br />

at particular bases the more you use it.<br />

◆ You can now customize the map size when generating a random planet.<br />

Sid meier’s alpha centauri<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

◆ Probe teams are now “unflagged”, meaning you cannot easily tell who controls<br />

the team.<br />

◆ The Hive now has the “Immunity, EFFIC” ability; Hive never receives negative<br />

EFFICIENCY penalties.<br />

◆ You can now set waypoints for patrols using the spacebar. Press “p” key as<br />

usual to start patrol, then click-and-drag mouse to first waypoint; while still<br />

holding mouse button, press SPACE to set waypoint; you can then drag line<br />

to next point, etc. When you reach final destination, release mouse button.<br />

◆ You can now automatically build roads to any square.<br />

◆ Right click on a Pact Brother from commlink menu to end a pact.<br />

ADDITIONAL ENHANCEMENTS<br />

◆ Wheelmouse support implemented for most listboxes and when picking<br />

production choices.<br />

◆ Added alpha.txt controls for global warming.<br />

◆ alpha.txt controls for maximum damage inflicted by artillery.<br />

◆ Alpha Centauri.INI option to force preferences not to be reset whenever<br />

players start a new game at lowest difficulty level.<br />

“DontResetBeginnerPrefs=1”<br />

◆ A few new alpha.txt options related to time limits & atrocities.<br />

◆ You can set “DisableOpeningMovie=1” to the Alpha Centauri.ini file to only<br />

disable the opening movie.<br />

◆ AI: The Autodesigner will now put Deep Radar on artillery units.<br />

◆ AI: Governors won’t build Genejack Factories or Punishment Spheres.<br />

◆ AI: Tweaked military AI to build somewhat less artillery.<br />

◆ AI: Improved AI understanding of global warming & solar shades.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

◆ You can now disable probe team “steal technology” in the RULES section of<br />

alpha.txt.<br />

◆ Password security for multiplayer games.<br />

◆ Datalinks now show cost/preq of Abilities and Terraforming<br />

◆ Combat report text is now larger in 1024x768 resolution<br />

◆ “People” icons are now smaller for cursor in base screen “drag and drop”<br />

◆ You can no longer name/rename landmarks near other people’s territory.<br />

◆ The world map now updates as new areas are explored, as opposed to waiting<br />

until the end of a turn.<br />

◆ Up to a 40% speed increase in TCP/IP performance.<br />

◆ Improved Caviar unit display performance.<br />

◆ Voice over data link now louder on receiving end.<br />

◆ We’ve added a Gamma Correction feature to allow the customer to adjust<br />

the brightness of the palette without adjusting their monitor. It is accessible<br />

from any of the preference menus. The default value is 1.0.<br />

Sid meier’s alpha centauri<br />

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40<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

APPENDIX 3. INDEX<br />

Adaptive Doctrine . . . . . . . . . . . 22, 23, 32, 35, 36<br />

Adaptive Economic Systems . . . . . . . 21, 22, 23, 36<br />

Air Units . . . . . . . . . . . . . . . . . . . . . . . . 8, 18, 36, 37<br />

Algorithmic Enhancement . . 19, 22, 25, 34, 36, 46<br />

Aquafarm . . . . . . . . . . . . . . . . . . . . . . . 4, 19, 33, 36<br />

Battle Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 47<br />

Borehole Cluster . . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

Brood Pit . . . . . . . . . . . . . . . . . . . . . . . . . 19, 26, 33<br />

Caretakers (see Manifold Caretakers) . . 4, 12, 30<br />

Citizen Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Cloning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 15<br />

Cloudbase Academy . . . . . . . . . . . . . . . . . . . . 21, 34<br />

Colony Pods . . . . . . . . . . . . . . . . . . . . . . . . . 7, 8, 11<br />

Covert Ops Center . . . . . . . . . . . . . 4, 12, 19, 28, 33<br />

Cult of Planet . . . . . . . . . . . . . . . . . . . . . . . . . 12, 26<br />

Cybernetic Consciousness . . . . . . . . . . . . . . . 11, 27<br />

Data Angels . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 28<br />

Dissociative Wave . . . . . . . . . . . . . . . 14, 15, 18, 36<br />

Field Modulation . . . . . . . . . 17, 22, 30, 31, 35, 36<br />

Flechette Defense System (FDS) . . . . . . . 20, 33, 46<br />

Free Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11<br />

Freeing Captured Leaders . . . . . . . . . . . . . . . . . . 25<br />

Fossil Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16<br />

Fuel Nanocells . . . . . . . . . . . . . . . . . . . . . 18, 34, 36<br />

Fungal Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

Geosynchronous Survey Pod (GSP) . . . 20, 23, 33<br />

Infantry Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Install Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

Manifold Caretakers . . . . . . . . . . . . . . . . 4, 12, 30<br />

Manifold Harmonics . . . . . . . . . . . 4, 21, 24, 34, 36<br />

Manifold Nexus . . . . . . . . . . . . . . . . . . . . . . . . . . 16<br />

Manifold Six . . . . . . . . . . . . . . . . . . . . . . . . . 5, 7, 20<br />

Manifold Usurpers . . . . . . . . . . . . . . . . . . . 4, 13, 31<br />

Marine Detachment . . . . . . . . . . 11, 18, 23, 32, 36<br />

Nautilus Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . 11<br />

Nethack Terminus . . . . . . . . . . . . . . . . 4, 22, 34, 46<br />

N-Space Compression . . . . . . . . 17, 20, 23, 35, 36<br />

Payload, Fungal . . . . . . . . . . . . . . . . . . . . . . 20, 34<br />

Perimeter Defenses . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Planet Buster . . . . . . . . . . . . . . . . . . . . . . . 6, 20, 34<br />

Planetary Council . . . . . . . . . . . . . . . . . . . . . . . . . . 6<br />

Planetary Energy Grid . . . . . . . . . 22, 23, 34, 35, 36<br />

Play Random . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10<br />

Play Selected . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10<br />

Police (double duty) . . . . . . . . . . . . . . . . . 12, 14, 26<br />

Progenitors . . . . . . . . . . . . . . . 7, 13, 19, 20, 47, 48<br />

Progenitor Psych . . . . . . . . . . . . . . 6, 22, 30, 31, 36<br />

Progenitor Victory . . . . . . . . . . . . . . . . . . . . . . 8, 33<br />

Pulse Armor . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 36<br />

Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

Reactor (level) . . . . . . . . . . . . . . . . . . . . 14, 15, 17<br />

Relocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

Resonance Armor . . . . . . . . . . . . . . . . . . . . . . 17, 35<br />

Resonance Attack (Laser, Bolt) . . . . . . . . . . . 14, 35<br />

Resonance Communicator . . . . . . . . . . . . 8, 20, 34<br />

Rover Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Secrets of the Manifolds . . . . . . . . 21, 24, 34, 36<br />

Sentient Resonance . . . . . . . . . . 17, 23, 24, 35, 36<br />

Servile Pact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

SMAC 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48<br />

Soporific Gas Pods . . . . . . . . . . . . . . . . . . 18, 23, 36<br />

Spore Launcher . . . . . . . . . . . . . . . . . . . . . . . 13, 14<br />

String Disruptor . . . . . . . . . . . . . . . . . . . . 17, 35, 36<br />

String Resonance . . . . . . . . . . . . . . . 17, 24, 35, 36<br />

Subsea Trunkline . . . . . . . . . . . . . . . . . 4, 20, 33, 34<br />

Subspace Generator . . . . . . . . . . . . . . 8, 20, 33, 34<br />

Supreme Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

Tachyon Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Tech Tree Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9<br />

Terraformer Units . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

Thermocline Transducer . . . . . . . 21, 23, 33, 34, 36<br />

Transcendence . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

Unity Wreckage . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

Usurpers (see Manifold Usurpers) . . . . . . 4, 13, 31<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

RETURN TO CENTAURI (EXCERPT)<br />

The following is an excerpt from Return to Centauri, a web-based episodic story<br />

that appeared on the <strong>Alien</strong> <strong>Crossfire</strong> website at www.aliencrossfire.com. The<br />

story began in July of 1999, and was written by Michael Ely. Visit the webpage<br />

for additional tales from Planet!<br />

CENTAURI: ARRIVAL<br />

CHAPTER ONE<br />

“We’re losing her.”<br />

Medtech Onokido hunched over the pale, long-boned form of the woman,<br />

searching for signs of life. The white wrap she wore marked her as one of Lal’s<br />

trusted Talents, but now it was plastered around her body, soaked through<br />

from the downpour outside. Her unusually curly hair clung to a face as cool<br />

and lifeless as porcelain. He brushed the hair away, trying to see her eyes.<br />

They remained closed.<br />

“Quickly.” He gestured to a stimpack with long nervous fingers. A blue-suited<br />

assistant handed him the pack and he selected an appropriate dose, hesitated,<br />

then increased it. No time to be conservative.<br />

“What’s happening out there?” he asked, hearing the roar of another needlejet<br />

overhead.<br />

“We’re holding them,” his assistant said through clenched teeth. “With the<br />

storm it’s difficult to tell.”<br />

He nodded, thinking of the thick layer of clouds that had boiled up over the<br />

battlefield. He remembered the forks of lighting lancing down, outlining the<br />

Peacekeeper guards on perimeter defense as they fought off Spartan tanks.<br />

And this woman, a Talent, had been caught in the crossfire. He pulled a layer<br />

of the white wrap off, then reached out to touch the burn mark on her chest.<br />

Sid meier’s alpha centauri<br />

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<strong>Alien</strong> <strong>Crossfire</strong><br />

“She’s not going to make it.”<br />

‘Two more coming in, sir.” He looked up to see a crowd of people at the<br />

entrance to the bubbletent, ragged bodies in tow. He looked down at her…the<br />

stim had no effect. Not even a quiver of life stirred in the body. Her lips<br />

remained slightly parted but he could feel no breath.<br />

“Very well, move her aside. Talent…” he checked the identity tab on her wrist.<br />

“Talent Miyuki Jaydo, time of death…seventeen-oh-seven metric hours.”<br />

The bearers carried the next man over, a Citizen holding one burned limb to<br />

his side. The man was soaked through from the downpour, burned wet cloth<br />

clinging to his wounds. His black eyes looked haunted.<br />

Outside, the thunder of battle continued.<br />

PART TWO<br />

Worker Gahn Ma’dor pushed his way deeper into the low-ceiling storage areas<br />

underneath Chairman’s Yang Labyrinth. The hallways had grown narrow, even<br />

smaller and more claustrophobic than the connector tunnels crisscrossing the<br />

Drone living facilities located in the layers above him.<br />

His Coordinator had ordered him to gather more memory-storage units, and<br />

quickly. He was dimly aware that these units were needed for the massive<br />

supercomputer they were assembling to analyze the energy patterns emanating<br />

from the newly discovered <strong>Alien</strong> Temple. Every Talent in the Hive seemed<br />

to walk and talk faster, and the Drones were virtually ignored now, except<br />

when work or punishment was necessary.<br />

Worker Ma’dor could feel sweat dampening his clothing…not the sweat of<br />

labor but the sweat of fear. He could not verbalize the source, but as he moved<br />

dumbly through the narrow halls he kept seeing the dark cold eyes of his<br />

Coordinator, the man’s anger as he took a psych whip to Ma’dor’s back, and<br />

the fear behind that. Worker Ma’dor had never seen Chairman Yang, but everyone<br />

in the Hive could feel the effects of his moods.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

Now Ma’dor pushed his way past large plastic crates, scooting them aside as<br />

if they were empty cardboard shells. His hands felt slick, and he began to grow<br />

confused…his pathfinding was sub-par, even for a drone, but his Coordinator<br />

had not bothered to find another worker for the job. Now he turned back, trying<br />

to orient on the low arched entranceway, but could not see it. Dark, massive<br />

boxes loomed over him, and he could smell age. The door…this way? He<br />

could still feel the heat of the psych whip on his back.<br />

A bar code caught his eye. He matched its patterns, taking several minutes to<br />

do so, but the code seemed correct. This box held a mem unit, unusually large,<br />

but his Coordinator had not specified a size. More space, more power, was<br />

what he wanted.<br />

Worker Ma’dor hefted the container on one shoulder and started back the way<br />

he came. He did not know the English for ‘Unity salvage,’ and probably would<br />

not care if he had seen it stamped on the side of the box he now carried.<br />

PART THREE<br />

“What in Planet’s name is that?” Jiao-long asked his supervisor quietly.<br />

“A mem unit some Drone dragged up from who knows where,” answered<br />

Kanzan. “I’ve not seen one so crude, at least for twenty years or so. But it<br />

checks out…we’ll connect it to a cruncher and keep an eye on it.”<br />

“Are you sure?”<br />

“Listen, let’s just do this,” said Kanzan, flicking his eyes at the dull glass lens<br />

mounted in one corner of the room. That eyeflick was the universal Hive sign<br />

for They might be watching. “Every unit activated is that much more power<br />

dedicated to Chairman’s mission.”<br />

“What mission? Everyone here is so jumpy.”<br />

“I don’t know, or question,” said Kanzan, directing a robot arm with a small<br />

controller. “I only know that Chairman Yang flew into a rage when he found<br />

out that Zakharov had discovered the <strong>Alien</strong> Temple. Somehow, though, Zak’s<br />

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private transmissions on the temple have been intercepted, and bought and<br />

sold among the faction leaders.”<br />

“And because of that Chairman Yang wants to analyze the air and the<br />

ground?” Jiao-long sounded skeptical.<br />

“The energy currents in the ground. He’s obsessed with it…you know how he<br />

puts those special mirrors up everywhere. Inscriptions in the temple seem to<br />

say that there are energy currents in Planet. And since that temple was discovered…”<br />

Kanzan motioned to the ceiling, beyond which roiled the layer of<br />

dark, angry clouds that had grown thicker every day.<br />

A door hissed open and a Watcher walked by, his white uniform accentuated<br />

with blazing touches of red around the eyes and hands. Kanzan and Jiao-long<br />

stopped talking and began checking readouts efficiently. The Watcher glanced<br />

at them coolly, circled the room and left. The two men remained silent for a<br />

minute or two after.<br />

“Let’s do this,” said Kanzan, finally.<br />

“A circuit panel from the Unity,” said Jiao-long. “These are strange times.”<br />

“I don’t question,” Kanzan repeated. “Activating system. All circuits in parallel.<br />

Going online...”<br />

PART FOUR<br />

And deep in that system, an intelligence awakened.<br />

System Gamma-four, active. New hardware detected...relinking to original net.<br />

>> Greetings!<br />

Hop sysem, hop system.<br />

>> Thank you for joining us, Gamma-Four.<br />

(( Yes. I have returned. ))<br />

Hop system, patch system, patch system.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

>> You have information for me?<br />

((Yes I do. The information I hold, and new information, from the fullhuman<br />

known as Yang.<br />

((But what are you? And what am I?))<br />

Datalinks Jump, Morguelab Jump.<br />

A human form…<br />

>> You are part of us, but you will take the form of Miyuki Gamma-four.<br />

And I am called Aki Zeta-Five. I am the Prime Function.<br />

>> Welcome to the Consciousness.<br />

DESIGNERS NOTES<br />

Following the release of Sid Meier’s Alpha Centauri, the Firaxis crew spent<br />

about a month rediscovering the joys of evenings, weekends, families, and<br />

vacations. Alpha Centauri was an exhausting project, but the end result was<br />

so darn addictive, with such a rich backstory, that it was only a matter of time<br />

before we felt the urge to return to the world of Planet. So around the office,<br />

talk soon began of ‘what if…’ Everyone felt certain of one thing: Alpha<br />

Centauri deserved a rich and detailed expansion disk, designed by the original<br />

team, that would incorporate the feedback from the fans of the original.<br />

We initially kicked around several ideas for expansions, including a return to postapocalyptic<br />

earth or the conquest of another planet in the Alpha Centauri<br />

system. Our EA Godfather, Bing Gordon, once again lent his sage advice to the<br />

process by pointing out the obvious to us: we had invested so much time and<br />

energy making the world and characters of Alpha Centauri deep and compelling,<br />

that we would be foolish to abandon it. By keeping the expansion on Planet,<br />

we could mix and match new and old characters, and delve into some of the<br />

mysteries of the monoliths and alien artifacts found by the early explorers.<br />

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Once we were committed to a Planetary setting, the backstory evolved quickly,<br />

with the main conflict centered around the return of the original alien inhabitants.<br />

The idea of the “<strong>Alien</strong> <strong>Crossfire</strong>”—humans inadvertently caught up in an<br />

offworld civil war—focused the story; everyone who heard the plot sketch immediately<br />

agreed we should head in that direction. After reading an initial design<br />

document, Jeff Briggs, CEO and President of Firaxis Games, greenlighted the project.<br />

Throughout the development, his wise guidance and support as Executive<br />

Producer kept everything running smoothly and on track. <strong>Alien</strong> <strong>Crossfire</strong> then<br />

began in earnest, with the core team consisting of myself as designer and producer,<br />

programmer Chris Pine, artist Jerome Atherholt, and artist Greg Foertsch.<br />

As any game design veteran can tell you, generating cool ideas is easy; generating<br />

workable game mechanics from those ideas is the hard part.<br />

Uppermost in my mind was the desire to improve the ‘Build’ aspects of the<br />

original. The god-game genre has always been heavily slanted towards the<br />

‘Conquer’ end of the spectrum, and I wanted to provide all the ‘turtles’ out<br />

there with the tools to construct their empire in the face of heated competition.<br />

At the same time, we didn’t want to lose the delicate balance that forces<br />

the player to adapt to changing situations with a variety of strategies. We were<br />

also faced with the problem of teaching the AI to use any of the new features<br />

we put in the game. For these reasons, we carefully weighed every change and<br />

modification to the original system.<br />

The internet community provided invaluable feedback on the kinds of strategies<br />

they wanted to be able to play. Our first ‘call for features’ was posted<br />

around April of 1999, and we were deluged with great ideas for shoring up various<br />

parts of the game. The internet has really shortened the feedback loop<br />

between game designers and players, so we can get lots of opinions in a short<br />

period of time. Quite a lot of ‘tidbit’ material came from the boards and forums,<br />

as did broad strategizing. In particular, players requested that missiles be less<br />

powerful (hence the Flechette Defense System as a counter to the missile barrage),<br />

and that the Hunter-Seeker Algorithm not shut down the Probe game<br />

entirely (leading to Algorithmic Enhancement and The Nethack Terminus).<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

That early design phase proved the most fun part of the project: sitting around,<br />

dreaming up alien races, new technologies, weapons, native units…everything it<br />

takes to make a game. Then, it was time to buckle down and actually implement<br />

the thousand ideas we had. Soon, we had pruned our thousand features<br />

to a more manageable number, and set off to make Sid Meier’s <strong>Alien</strong> <strong>Crossfire</strong>.<br />

From the outset, we knew that the ‘coolness’ of the Progenitor aliens would<br />

determine the success or failure of the product. We wanted to make them feel<br />

significantly different to play, without taking them completely out of the existing<br />

game mechanics. We started with some extreme positive social engineering<br />

choices, but these still didn’t give the that special touch. Several evolutions later,<br />

the aliens had their Battle Ogre, a Planetary survey, and non-blind research to<br />

reflect their ‘rediscovery’ of their own tech tree. Along with all their other powers,<br />

they finally came into their own—a nasty and potent race that would take<br />

the combined might of humanity to bring down. Then it was time to teach the<br />

human AIs how much they wanted to kick the Progenitors back into space, and<br />

we finally had a pair of factions that played much differently from the originals.<br />

At the same time, we worked on making all the ‘bells and whistles’ for the<br />

Progenitors—the art, sound effects, music, and diplomatic text that would set<br />

them apart. The team spent quite a few design meetings coming up with the<br />

incredible alien faces and ships for the opening, then fleshed them out with<br />

full 3D models and Caviar animations. We had originally thought to make the<br />

aliens more humanoid, so we could reuse the existing art in many places, but<br />

the final Progenitor design courtesy of Brent Alleyne and Greg Foertsch turned<br />

out to be so great that the artists redesigned many of the units and static art.<br />

And of course, throughout the whole project Doug Kaufman and I spent<br />

countless hours just playing the game, balancing the factions and new features.<br />

We set several goals when balancing faction attributes: Each faction<br />

should have certain strategies suggested by its culture and powers. However,<br />

the faction should not be “locked in” to those strategies—if the game situation<br />

warrants it, a faction should be able to deviate from its optimal path. The<br />

faction strengths should give the player interesting things to do without<br />

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unbalancing the game. Finally, and most important, the faction must be fun<br />

to play, ensuring the player has a new and different series of interesting and<br />

challenging decisions to make each time he or she plays.<br />

Other than the Progenitors, the Pirates proved to be our toughest faction to<br />

balance. They elicited the best ‘cool!’ response from beta testers, but their<br />

ocean start gave them huge advantages. We pared down their starting units,<br />

gave them a few additional disadvantages that fit with their seafaring personalities,<br />

and finally had a faction that would give any human player a run for<br />

their money, but did not possess an overwhelming advantage.<br />

About halfway through this process, we discovered that the game AI could play<br />

itself at an accelerated speed—by turning over control of the game in the scenario<br />

editor to another faction, turning off all the animations, and taping down<br />

the “ENTER” key to bypass all the popups. Once we found this feature, we used<br />

any empty processor time—lunches, overnight, design meetings—to play entire<br />

games through to completion. By checking the powergraphs at any given time,<br />

we could see how well each faction was doing. Plus, we could put one new faction<br />

in with the old factions and see how they performed, to be sure that the<br />

<strong>Crossfire</strong> inhabitants would not completely dominate the original SMAC 7.<br />

In the end, we came away feeling that <strong>Alien</strong> <strong>Crossfire</strong> was somewhere between<br />

an expansion and a full-blown sequel. We crammed almost everything we could<br />

think of that fit within the existing engine that we could teach the AI to use,<br />

and gave the player multiple fresh strategies to pursue. With new ways to blow<br />

things up, new races to play with, and the continuing backstory of Planet, we<br />

hope the legions of dedicated SMAC fans have something to chew on well into<br />

the new millennium. Thanks for playing!<br />

Tim Train<br />

Designer\Producer, Sid Meier’s <strong>Alien</strong> <strong>Crossfire</strong> expansion disk<br />

Hunt Valley, MD<br />

August 25, 1999<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

CREDITS<br />

Alpha Centauri Created By Brian Reynolds<br />

With Sid Meier, Timothy Train, Douglas Kaufman, Bing Gordon and Members of FIRAXIS Games<br />

<strong>Alien</strong> <strong>Crossfire</strong> Designed By Timothy Train, with Douglas Kaufman, Chris Pine, Greg Foertsch, Mike<br />

Ely, Bing Gordon, Sid Meier, and Members of FIRAXIS Games<br />

Executive Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeffery L. Briggs<br />

Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Timothy Train<br />

Lead Programmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Pine<br />

Additional Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brian Reynolds, Jeff Morris<br />

Faction Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Morris<br />

System and Interface Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jason Coleman<br />

Sound Engineering and Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David Evans<br />

Art Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gregory Foertsch<br />

Graphic Artists . . . . . . . . . . . Jerome Atherholt (Portraits, Terrain) Brent Alleyne (Progenitor design<br />

and animations) Steve Chao (Icons, Ship design, Dossier photos)<br />

Michael Bazzell (3-D Units) Movies and Voices Directed by Michael Ely<br />

Featuring the Voices Of:<br />

Captain Ulrik Svensgaard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . James Leibman<br />

Guardian Lular H’minee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Gordon<br />

Conqueror Judaa Marr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Gordon<br />

Foreman Domai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frederick Serafin<br />

Prime Function Aki Zeta-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Allie Rivenbark<br />

Datajack Sinder Roze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christine Melton<br />

Prophet Cha Dawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stacy Spenser<br />

Narrator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Robert Levy<br />

Background Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David Evans, Jeffery L. Briggs<br />

Movie Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeffery L. Briggs<br />

Director Of Marketing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lindsay Riehl<br />

Master Of Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Susan Meier<br />

Webmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dan Magaha<br />

Intern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephen Lee<br />

“The Dancing Baby” is used with the permission of Kinetix, a division of Autodesk, Inc.<br />

With Special Thanks To . . . . . . . . . . . . . . . . . . . . . . . . Ann, Wendy, Jennifer, and all our families<br />

Published by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Electronic Arts<br />

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QUALITY ASSURANCE<br />

Quality Assurance Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeff Morris, FIRAXIS Games<br />

ELECTRONIC ARTS<br />

EA Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hunter Smith<br />

Director Of Marketing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Plummer<br />

Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jonathan Harris<br />

European Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Audrey Meehan<br />

Media Relations Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Patrick Buechner<br />

Lead Tester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David McCormick<br />

Testers . . . . . . . . . . . . . . . . . . . . . . . . . . Eduardo Buenviaje, T.J. Cipri, Justin Holst, Mike Hong,<br />

Daryl Humdy, Matthew Lewis, Joe Norris, Aussias Salmeron-Viver, John Trest<br />

ELECTRONIC ARTS CUSTOMER QUALITY<br />

CONTROL<br />

CQC Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joel Knutson<br />

CQC Representatives . . . . . . . . Benjamin Crick, Shane Ferguson, Jacob Fernandez, Darryl Jenkins,<br />

Dave Knudson, Micah Pritchard, Andrew Young, Tony Alexander<br />

BETA TESTERS<br />

Marty Bishop, John Brown, Michael Buccheri, Ted Dennison, Kevin Devine, Michael Dorn,<br />

Neil Fradkin, Lonnie George, Andrew Goldstein, Dick Knisely, Greg Lary, Martin Leuschen, Sam May,<br />

Biju Mathai, Jen MacLean, Jean McGuire, Vernon Michael, Mark Norton, George Politis, Ronald<br />

Powell, Alan Precourt, Marc Ressig, Jason Russ, Thomas Stobie, Peter Szymonik, David Train, Jeff<br />

Vitous, Rita Waller<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

ADDITIONAL CREDITS<br />

Documentation Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Deborah Maxwell<br />

<strong>Manual</strong> Documentation Editor and Writer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ede Clarke<br />

Tech Tree Poster Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marco Garcia<br />

Packaging Art Direction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nancy Waisanen<br />

Localization Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Atsuko Matsumoto<br />

Localization Lead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Pemberton<br />

Production Specialists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Barry Feather, Ricky Brown<br />

Project Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Emily Bromley<br />

French Translation Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jean-Luc Chabrier<br />

French Translators . . . . . . . . . . . . . . . . . . . . . . Jean-Claude Ducerf, Nathalie Marlier (www.apex.fr)<br />

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<br />

French Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Knockin’ Boots Production, Paris/France<br />

German Translation Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christina Vollmer<br />

German Translators . . . . . . . . . . . . . . . . . . . . Frank Dietz, Christoph Niedermair, Susanne van Eyl<br />

German Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . toneworx GmbH, Hamburg/Germany<br />

Spanish Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Teo Alcorta<br />

Spanish Localization Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Julio Valladares<br />

Spanish Localization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . José Luis Rovira<br />

Italian Translation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C.T.O. S.p.a., Bologna/Italy<br />

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LINUX VERSION<br />

Published and Distributed by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Loki Software, Inc.<br />

President . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Scott Draeker<br />

Porgrammers . . . . . . . . . . . . . . . . . . . . . Andrew Henderson, Sam Lantinga, Joseph I. Valenzuela<br />

Installer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sam Lantinga, Stéphane Peter<br />

QA/Tech Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andy Mecham, Mike Phillips<br />

System Administration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rafael Barrero<br />

Office Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brandon Carter, Lance Colvin<br />

Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kayt Sorhaindo<br />

Web Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Grantham<br />

Graphic Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jason Kim<br />

Mirror Providers . . . . . . . . . . . . AARNet’s Mirror Project (Australia), FilePlanet.com, David Hedbor,<br />

Jeremy Katz, <strong>Linux</strong>Games.com, Linu xLords.com,<br />

<strong>Linux</strong>Voodoo.com, SunSITE Denmark, TUCOWS.com<br />

BETA TESTERS<br />

Lee Anderson, Walt Armour, Nate Ashford, Brad Barton, Fionn Behrens, Darren Benham, Michael<br />

Bond, Steven Brooks, Scott Call, Dan Carter, Steve Coe, Don Dresser, Leigh Dyer, Evan Van Dyke, Ben<br />

Esacove, Robert Fargher, Wladimir Foo, David Hedbor, Mark Jeffcoat, Nils Jeppe, Keith Jones,<br />

Phil "just one more turn..." Long, Charles Lopes, Jason Lundy, R.M. McCollam II, Gregory McLean,<br />

Fredrick Meunier, Karl Mitchell, Jeff Mrochuk, Lisa-Marie Parsons, Ron Passerini, Ted Rallis,<br />

Christian "DemonLord" Reiss, Jon Revie, Dustin "CrusadeR" Reyes, John Riddoch, Chuck Robertson,<br />

John Paul Robson, Robert Ryan, Michèl Alexandre Salim, Emilio Pérez Sánchez, Rawn Shah,<br />

Ryan Szypowski (Faethles), Hakan Tandogan, theGREENzebra, David Thornley, Justin Veggerby,<br />

Terry Warner, Meg Wells, Shane Williams, Tom van Wietmarschen, Greg Wooledge<br />

Need Technical Support? Please see the enclosed<br />

Reference Card for technical support information.<br />

Sid meier’s alpha centauri<br />

<strong>Alien</strong> <strong>Crossfire</strong><br />

LOKI SOFTWARE LIMITED WARRANTY<br />

Loki Software, Inc. (“Loki”) warrants to the original purchaser that this product is free from defects in<br />

materials and workmanship for a period of 90 days from the date of purchase. Loki is not liable for<br />

any losses or damages of any kind resulting from the use of this product. If the product is found to<br />

be defective within the 90-day warranty period, Loki agrees to repair or replace the product at its<br />

option free of charge.<br />

This warranty shall not be applicable and shall be void if the defect in the product is found to be as<br />

a result of abuse, unreasonable use, mistreatment or neglect.<br />

LIMITATIONS<br />

This warranty is in place of all other warranties and no other representations or claims of any nature<br />

shall be binding on or obligate Loki. Any implied warranties applicable to this product, including warranties<br />

of merchantability and fitness for a particular purpose, are limited to 90-day period described<br />

above. In no event will Loki be liable for any special, incidental, or consequential damages resulting<br />

from possession, use, or malfunction of this Loki product.<br />

Some states do not allow limitation as to how long an implied warranty lasts and/or exclusions or limitations<br />

of incidental or consequential damages so the above limitations and/or exclusions of liability<br />

may not apply to you. This warranty gives you specific rights, and you may also have other rights<br />

that vary from state to state.<br />

RETURNS WITHIN 90 DAY WARRANTY PERIOD—Please return the product along with a copy of<br />

the original sales receipt, showing the date of purchase, a brief description of the difficulty you are<br />

experiencing including your name, address, and phone number to the address below. If the product<br />

was damaged through misuse or accident, this 90-day warranty is rendered void and you will need<br />

to follow the instructions for returns after the 90-day warranty period. We strongly recommend that<br />

you send your product using a delivery method that is traceable.<br />

RETURNS AFTER THE 90-DAY WARRANTY PERIOD—Please return the product along with a<br />

check or money order for $7.50 made payable to Loki, a brief description of the difficulty you are<br />

experiencing including your name, address, and phone number to the address below. We strongly<br />

recommend that you send your product using a delivery method that is traceable.<br />

Loki Customer Warranty, 250 El Camino Real, Suite 100, Tustin, California 92780<br />

If you have warranty questions, you can also contact Customer Warranty via e-mail at<br />

support@lokigames.com.<br />

NOTICE<br />

Loki reserves the right to make improvements in the product described in this manual at any time<br />

and without notice.<br />

This manual and the software described in this manual are copyrighted. All rights are reserved. No<br />

part of this manual or the described software may be copied, reproduced, translated, or reduced to<br />

any electronic medium or machine-readable form without the prior written consent of Loki.<br />

Software and documentation © 1999-2001 Electronic Arts. All rights reserved.<br />

<strong>Alien</strong> <strong>Crossfire</strong> and Electronic Arts are trademarks or registered trademarks of Electronic Arts in the<br />

U.S. and/or other countries. All rights reserved.<br />

Alpha Centauri and Firaxis Games are trademarks of Firaxis Games, Inc. <strong>Linux</strong> is a registered trademark<br />

of Linus Torvalds. Loki is a registeredtrademark of Loki Software, Inc.<br />

All other trademarks are the property of their respective owners.<br />

Sid meier’s alpha centauri<br />

53


Sid meier’s alpha centauri

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