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{{Header Nav|game=Sid Meier's Alpha Centauri}}
{{Header Nav|game=Sid Meier's Alpha Centauri}}
 
Weapons determine a unit's attack strength.  Higher attack strengths give a unit better chances in battle.  Missile payloads may only be equipped on the Missile chassis. Units with equipment cannot attack - instead they are granted a number of special actions.


Weapons determine a unit's attack strength.  Higher attack strengths give a unit better chances in battle.  Missile payloads may only be equipped on the Missile chassis.
==Hand Weapons==
==Hand Weapons==
* Strength: 1
* Strength: 1
==Psi Attack==
==Psi Attack==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Centauri Psi|Centauri Psi]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Centauri Psi|Centauri Psi]]
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* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Applied Physics|Applied Physics]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Applied Physics|Applied Physics]]
* Strength: 2
* Strength: 2
==Particle Impactor==
==Particle Impactor==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Nonlinear Mathematics|Nonlinear Mathematics]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Nonlinear Mathematics|Nonlinear Mathematics]]
* Strength: 4
* Strength: 4
Editorial: One of the early "advanced" weaponry. Useful for rover blitz.
==Gatling Laser==
==Gatling Laser==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Superconductor|Superconductor]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Superconductor|Superconductor]]
* Strength: 5
* Strength: 5
Sort of an oddball in that you usually will have missiles before this tech. However, in some cases you may prefer this over missiles if it results in a reduction in production cost.
==Missile Launcher==
==Missile Launcher==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Synthetic Fossil Fuels|Synthetic Fossil Fuels]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Synthetic Fossil Fuels|Synthetic Fossil Fuels]]
* Strength: 6
* Strength: 6
==Resonance Laser==
==Resonance Laser==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Bioadaptive Resonance|Bioadaptive Resonance]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Bioadaptive Resonance|Bioadaptive Resonance]]
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* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Superstring Theory|Superstring Theory]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Superstring Theory|Superstring Theory]]
* Strength: 8
* Strength: 8
==Fusion Laser==
==Fusion Laser==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Organic Superlubricant|Organic Superlubricant]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Organic Superlubricant|Organic Superlubricant]]
* Strength: 10
* Strength: 10
==Tachyon Bolt==
==Tachyon Bolt==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Unified Field Theory|Unified Field Theory]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Unified Field Theory|Unified Field Theory]]
* Strength: 12
* Strength: 12
* Cost:  
* Cost:
 
==Resonance Bolt==
==Resonance Bolt==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Sentient Resonance|Sentient Resonance]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Sentient Resonance|Sentient Resonance]]
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* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Advanced Spaceflight|Advanced Spaceflight]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Advanced Spaceflight|Advanced Spaceflight]]
* Strength: 13
* Strength: 13
==Quantum Laser==
==Quantum Laser==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Quantum Machinery|Quantum Machinery]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Quantum Machinery|Quantum Machinery]]
* Strength: 16
* Strength: 16
==Graviton Gun==
==Graviton Gun==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Applied Gravitonics|Applied Gravitonics]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Applied Gravitonics|Applied Gravitonics]]
* Strength: 20
* Strength: 20
==Singularity Laser==
==Singularity Laser==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Controlled Singularity|Controlled Singularity]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Controlled Singularity|Controlled Singularity]]
* Strength: 24
* Strength: 24
==String Disruptor==
==String Disruptor==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#String Resonance|String Resonance]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#String Resonance|String Resonance]]
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* ''Alien Crossfire Only''
* ''Alien Crossfire Only''


==Missile Payloads==
==Conventional Payload==
===Conventional Payload===
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Orbital Spaceflight|Orbital Spaceflight]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Orbital Spaceflight|Orbital Spaceflight]]
* Strength: 12
* Strength: 12


===Fungal Payload===
==Fungal Payload==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#N-Space Compression|N-Space Compression]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#N-Space Compression|N-Space Compression]]
* Strength: N/A
* Strength: N/A
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Fungal Missiles target a land square without a base or unit.  Depending on reactor this plants an additional 1 - 4 squares of fungus, destroys most improvements and generates mindworms and a fungal tower in the detonation square.  It leaves boreholes, bunkers, condensers, and solar mirrors. It destroys roads, forests, farms, soil enrichers, mines, and sensors.
Fungal Missiles target a land square without a base or unit.  Depending on reactor this plants an additional 1 - 4 squares of fungus, destroys most improvements and generates mindworms and a fungal tower in the detonation square.  It leaves boreholes, bunkers, condensers, and solar mirrors. It destroys roads, forests, farms, soil enrichers, mines, and sensors.


===Planet Buster===
==Planet Buster==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Orbital Spaceflight|Orbital Spaceflight]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Orbital Spaceflight|Orbital Spaceflight]]
* Strength: 99
* Strength: 99
* Cost: 32
* Cost: 32
===Tectonic Payload===
 
==Tectonic Payload==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#N-Space Compression|N-Space Compression]]
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#N-Space Compression|N-Space Compression]]
* Strength: N/A
* Strength: N/A
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Tectonic Missiles target a land square without a base or unit.  Depending on reactor level the land will be raised 1 - 4 levels, up to the maximum of 3500m.  This does not destroy improvements.
Tectonic Missiles target a land square without a base or unit.  Depending on reactor level the land will be raised 1 - 4 levels, up to the maximum of 3500m.  This does not destroy improvements.


{{Footer Nav|game=Sid Meier's Alpha Centauri|prevpage=Chassis|nextpage=Equipment}}
==Colony Module==
* Prerequisite: none
* Equipment cost: 10
 
A unit with a Colony Module can build a new base.  Producing a unit with a colony module consumes one population. When deployed in a base, it will add one population to that base's total population.
 
==Probe Team==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Planetary Networks|Planetary Networks]]
* Equipment cost: 4
 
Units with probe equipment can perform a number of covert actions.
 
==Terraforming Unit==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Centauri Ecology|Centauri Ecology]]
* Equipment cost: 6
 
Terraforming units can create all manner of terrain improvements.  The Terraforming Unit can be later enhanced with the special abilities
 
Terraformers are the single most important unit in the game. The AI's poor use of them contributes greatly to its poor performance. Formers are the primary way to make your cities more productive, and are the only way to make tiles more productive (except fungus, which improves with the Centauri techs). Centauri Ecology should always be one of your first techs, or a competent opponent will defeat you.
 
For comparison, a good unterraformed tile yields 2-1-1 (rolling and rainy, on a river), before nutrient/mineral/energy bonuses are considered. A good terraformed tile yields 0-6-6 (borehole) or 4-1-1 (condenser-farm). A fair unterraformed tile yields 1-1-0 (moist and rolling). A fair terraformed tile yields 1-2-1 (forest).
 
==Supply Transport==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Industrial Automation|Industrial Automation]]
* Equipment cost: 8
 
Supply units can extract one type of resource (either energy,mineral, or nutrient) from any non-cultivated square and convey it to its home base, and can also be brought to a base to apply its full production cost toward the production of a unit prototype or Secret Project.
 
Supply crawlers are the second most important unit in the game (second to Terraformers). Since they allow you to harvest more tiles, they act like extra population units, but without the drone problems or the nutrient requirements. In effect, supply crawlers are constructed population points, and at 30 minerals are a bargain.
 
==Troop Transport==
* Prerequisite: [[Sid Meier's Alpha Centauri/Technology tree#Doctrine: Flexibility|Doctrine: Flexibility]]
* Equipment cost: 4
 
A Troop Transport, as the name implies, can transport land troops from one place to the other.  In combination with the Carrier Deck ability, can also transport air units.  The number of transported units depends on the chassis and reactor:  Foils can transport twice the reactor strength, Cruisers can transport four times the reactor strength, all other units can only transport one unit at a time. Transport slows the unit by 1 except infantry transport.
 
Having a transport in a sea base along the coast allows units to freely enter and leave the base from the coast.
 
{{Footer Nav|game=Sid Meier's Alpha Centauri|prevpage=Chassis|nextpage=Shielding}}

Latest revision as of 05:36, 15 March 2015

Weapons determine a unit's attack strength. Higher attack strengths give a unit better chances in battle. Missile payloads may only be equipped on the Missile chassis. Units with equipment cannot attack - instead they are granted a number of special actions.

Hand Weapons[edit]

  • Strength: 1

Psi Attack[edit]

  • Prerequisite: Centauri Psi
  • Strength: uses psi combat; depends on morale or lifecycle
  • Cost: 10

Units with the Psi Attack ability attack with psi instead of weapons. The most common and basic example of such an attacker is a Mind Worm boil.

Laser[edit]

Particle Impactor[edit]

Editorial: One of the early "advanced" weaponry. Useful for rover blitz.

Gatling Laser[edit]

Sort of an oddball in that you usually will have missiles before this tech. However, in some cases you may prefer this over missiles if it results in a reduction in production cost.

Missile Launcher[edit]

Resonance Laser[edit]

Provides a 25% bonus against units with Psi Defense. The most common such defender is a native unit.

Chaos Gun[edit]

Fusion Laser[edit]

Tachyon Bolt[edit]

Resonance Bolt[edit]

Provides a 25% bonus against units with Psi Defense. The most common such defender is a native unit.

Plasma Shard[edit]

Quantum Laser[edit]

Graviton Gun[edit]

Singularity Laser[edit]

String Disruptor[edit]

Conventional Payload[edit]

Fungal Payload[edit]

Fungal Missiles target a land square without a base or unit. Depending on reactor this plants an additional 1 - 4 squares of fungus, destroys most improvements and generates mindworms and a fungal tower in the detonation square. It leaves boreholes, bunkers, condensers, and solar mirrors. It destroys roads, forests, farms, soil enrichers, mines, and sensors.

Planet Buster[edit]

Tectonic Payload[edit]

Tectonic Missiles target a land square without a base or unit. Depending on reactor level the land will be raised 1 - 4 levels, up to the maximum of 3500m. This does not destroy improvements.

Colony Module[edit]

  • Prerequisite: none
  • Equipment cost: 10

A unit with a Colony Module can build a new base. Producing a unit with a colony module consumes one population. When deployed in a base, it will add one population to that base's total population.

Probe Team[edit]

Units with probe equipment can perform a number of covert actions.

Terraforming Unit[edit]

Terraforming units can create all manner of terrain improvements. The Terraforming Unit can be later enhanced with the special abilities

Terraformers are the single most important unit in the game. The AI's poor use of them contributes greatly to its poor performance. Formers are the primary way to make your cities more productive, and are the only way to make tiles more productive (except fungus, which improves with the Centauri techs). Centauri Ecology should always be one of your first techs, or a competent opponent will defeat you.

For comparison, a good unterraformed tile yields 2-1-1 (rolling and rainy, on a river), before nutrient/mineral/energy bonuses are considered. A good terraformed tile yields 0-6-6 (borehole) or 4-1-1 (condenser-farm). A fair unterraformed tile yields 1-1-0 (moist and rolling). A fair terraformed tile yields 1-2-1 (forest).

Supply Transport[edit]

Supply units can extract one type of resource (either energy,mineral, or nutrient) from any non-cultivated square and convey it to its home base, and can also be brought to a base to apply its full production cost toward the production of a unit prototype or Secret Project.

Supply crawlers are the second most important unit in the game (second to Terraformers). Since they allow you to harvest more tiles, they act like extra population units, but without the drone problems or the nutrient requirements. In effect, supply crawlers are constructed population points, and at 30 minerals are a bargain.

Troop Transport[edit]

A Troop Transport, as the name implies, can transport land troops from one place to the other. In combination with the Carrier Deck ability, can also transport air units. The number of transported units depends on the chassis and reactor: Foils can transport twice the reactor strength, Cruisers can transport four times the reactor strength, all other units can only transport one unit at a time. Transport slows the unit by 1 except infantry transport.

Having a transport in a sea base along the coast allows units to freely enter and leave the base from the coast.