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< Sid Meier's Alpha Centauri
Revision as of 13:07, 31 May 2004 by Furrykef (talk | contribs) (rm "understanding reactors")
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Alpha Centauri features a Unit Design Workshop which is very flexible in comparison to other Civ games. For each unit, the workshop presents you with choices for each of a unit's weapon (attack strength), armor (defense strength), chassis (speed and terrain movement), reactor (hit points and build cost), and up to two special abilities (but only one until the discovery of Neural Grafting).

Understanding Unit Characteristics

  • Attack - The strength of the unit
  • Defense - The defensive strength
  • Reactor - see Reactor

Weapon

'Copters, Gravships, Hovertanks, Infantry, Needlejets, and Speeders all equip weapons. Missiles (and only missiles) can carry the Conventional Payload and Planet Buster weapons. Mind Worms carry the Psi Attack weapon. Units with any other chassis must equip Equipment instead of a Weapon.

Chaos Gun

Fusion Laser

Gatling Laser

Graviton Gun

Hand Weapons

  • Prerequisite Tech: none
  • Attack Strength: 1

This weapon is really no weapon at all: when a unit has no other weapon, it will use this.

Laser

Missile Launcher

Particle Impactor

Plasma Shard

Quantum Laser

Singularity Laser

Tachyon Bolt

Conventional Payload

Planet Buster

Psi Attack

Equipment

Colony Module

Probe Team

Supply Transport

Terraforming Unit

Troop Transport

Armor

No Armor

  • Prerequisite Tech: none
  • Defense Strength: 1

Antimatter Plate

Neutronium Armor

Photon Wall

Plasma Steel Armor

Probability Sheath

Psi Defense

Silksteel Armor

Stasis Generator

Synthmetal Armor

Chassis

'Copter

Cruiser

Foil

Gravship

Hovertank

Infantry

  • Prerequisite Tech: none
  • Speed: 1
  • Terrain: Land

The default chassis for units. Some units (crawlers, formers, colony pods) do not display an actual infantryman in the unit graphic, instead using a custom weapon graphic sitting on enlarged treads.

Missile

Needlejet

Speeder

Reactor

Fission Plant

  • Prerequisite Tech: N/A
  • Hit Points: 10

The default reactor for units. Later in the game, it is ideal for worm-killing units since psi combat ignores reactor strengths, and without a strong weapon, more advanced reactors will usually make the unit more expensive.

Fusion Reactor

Quantum Chamber

Singularity Engine

Special Abilities

AAA Tracking

Air Superiority

Amphibious Pod

Antigrav Struts

Blink Displacer

Carrier Deck

Clean Reactor

Not to be confused with the unit's Reactor, the Clean Reactor trait comes with Bio-Engineering and while it increases the costs of the unit's construction, it reduces the cost of support.

Cloaking Device

Comm Jammer

Deep Pressure Hull

Allows teh unit to function as a submarine.

Deep Radar

Drop Pod

Empath Song

Fungicide Tank

Heavy Artillery

High Morale

Hypnotic Trance

This is probably the most popular special ability in the game, perhaps rivaling Clean Reactor. Adds 50% to psi defense, putting defending land units on equal footing with attackers, and turning sea or air units into veritable psi fortresses.

Nerve Gas Pods

WARNING: using a unit equipped with this in combat is an atrocity. That means if the UN charter is in effect, everybody will declare war against you. You have been warned.

+50% attack bonus.

Non-Lethal Methods

Polymorphic Encryption

Repair Bay

Super Former