Sid Meier's Alien Crossfire --Secret Projects FAQ- Author: Vertigo 1 Copyright 2004 Nick Mykita E-mail: panzerknacker_x@lycos.com Table of Contents ----------------- Part One: Legalities Part Two: Introduction Part Three: The FAQ Part Four: Credits ==================== Part One: Legalities ==================== SID MEIER'S ALIEN CROSSFIRE is a trademark of FIRAXIS GAMES and ELECTRONIC ARTS. (c) 1999 Electronic Arts This guide may be reproduced for entertainment purposes only. If you want to use this on your site, please e-mail me at the address on top and I'll probably let you use it. The sites that can use this without asking are as follows: http://www.gamefaqs.com/ (Obviously) http://www.gamespot.com/ http://www.neoseeker.com/ ====================== Part Two: Introduction ====================== This guide will tell you about the Secret Projects of Alien Crossfire, their functions, and what technology you need to obtain them. Hopefully this will help you strategize on which projects are better suited for you. Well, there isn't much more to say, so on with the show! =================== Part Three: The FAQ =================== PROJECT 1 - The Human Genome Project EFFECT - One extra Talent at every base. TECH NEEDED - Biogenetics PROJECT 2 - The Command Nexus EFFECT - Counts as a Command Center at every base. TECH NEEDED - Doctrine: Loyalty PROJECT 3 - The Weather Paradigm EFFECT - Increases terraforming speed by 50% except for "Remove Fungus." Formers can build Condensors and Boreholes and may raise/lower terrain without having the technology. TECH NEEDED - Centauri Ecology PROJECT 4 - The Merchant Exchange EFFECT - +1 Energy in every square at the base that builds this. TECH NEEDED - Industrial Base PROJECT 5 - The Empath Guild EFFECT - Allows you to contact every leader, and gives you an infiltrator in every faction. You get +50% votes in elections for Planetary Governor and Supreme Leader. TECH NEEDED - Centauri Empathy PROJECT 6 - The Citizens' Defense Force EFFECT - Counts as a Perimeter Defense at every base. TECH NEEDED - Intellectual Integrity PROJECT 7 - The Virtual World EFFECT - In addition to their normal effect, Network Nodes count as Hologram Theatres at each of your bases. TECH NEEDED - Planetary Networks PROJECT 8 - The Planetary Transit System EFFECT - Any new bases you build begin at population level 3. One less Drone at all bases of population level 3 and under. TECH NEEDED - Industrial Automation PROJECT 9 - The Xenoempathy Dome EFFECT - All Xenofungus squares are treated as roads, and the rate at which your Formers remove and/or plant fungus is doubled. Any alien lifeforms you breed gain a +1 lifecycle bonus. TECH NEEDED - Centauri Meditation PROJECT 10 - The Neural Amplifier EFFECT - +50% to PSI Defense. TECH NEEDED - Neural Grafting PROJECT 11 - The Maritime Control Center EFFECT - Increases the movement of all non-native naval units by two, and counts as a Naval Yard at every one of your bases. TECH NEEDED - Doctrine: Initiative PROJECT 12 - The Planetary Datalinks EFFECT - You automatically discover any technology discovered by any three other factions. TECH NEEDED - Cyberethics PROJECT 13 - The Supercollider EFFECT - Research output at the base that builds this is doubled. TECH NEEDED - Applied Relativity PROJECT 14 - The Ascetic Virtues EFFECT - Increases the population limit of your bases by two, and increases your society's tolerance for use of police and military units (+1 POLICE). TECH NEEDED - Planetary Economics PROJECT 15 - The Longevity Vaccine EFFECT - Two less Drones at every base if your society's economics are PLANNED. One less Drone at every base if your economics are SIMPLE or GREEN. ECONOMY increased by 50% at the base that builds this for FREE MARKET economies. TECH NEEDED - Bio-Engineering PROJECT 16 - The Hunter-Seeker Algorithm EFFECT - Renders your units and bases completely immune to any Probe Team infiltration, unless the team is equipped with the Algorithmic Enhancement ability. TECH NEEDED - Pre-Sentient Algorithms PROJECT 17 - The Pholus Mutagen EFFECT - Reduces the effects of industry on Planet's ecology at all of your bases. Additionally, the fungus confers on all of your units the same combat benefits normally reserved for alien lifeforms. Any alien lifeforms you breed gain a +1 lifecycle bonus. TECH NEEDED - Centauri Genetics PROJECT 18 - The Cyborg Factory EFFECT - Counts as a Bioenhancement Center at every base. TECH NEEDED - Mind/Machine Interface PROJECT 19 - The Theory of Everything EFFECT - LABS output at the base that builds this is doubled. TECH NEEDED - Unified Field Theory PROJECT 20 - The Dream Twister EFFECT - +50% to PSI Attack. TECH NEEDED - The Will to Power PROJECT 21 - The Universal Translator EFFECT - Two free tech advances on completion. Any number of Alien Artifacts can be cashed at the base that builds this. TECH NEEDED - Homo Superior PROJECT 22 - The Network Backbone EFFECT - +1 research at the base that builds this for every point of Commerce this base receives, and +1 research for every Network Node in existence on Alpha Centauri, regardless of the player owning the Network Node. Eliminates the negative effects of Cybernetic Society. TECH NEEDED - Digital Sentience PROJECT 23 - The Nano Factory EFFECT - Units can be repaired quickly and completely even when not in base squares. The cost to upgrade units is reduced by 50%. TECH NEEDED - Industrial Nanorobotics PROJECT 24 - The Living Refinery EFFECT - Decreases minerals required to support military units (+2 SUPPORT on the Social Engineering table). TECH NEEDED - Advanced Spaceflight PROJECT 25 - The Cloning Vats EFFECT - All of your bases enter a permanent state of Population Boom and will grow every turn provided its NUTRIENT output is sufficient and Hab facilities are adequate. The negative effects of Power and Thought Control on the Social Engineering table are eliminated. TECH NEEDED - Biomachinery PROJECT 26 - The Self-Aware Colony EFFECT - Energy maintenance costs for facilities is halved at all of your bases. If use of Police is allowed under the current social model, all of your bases are considered to have an extra Police unit. TECH NEEDED - Self-Aware Machines PROJECT 27 - Clinical Immortality EFFECT - One extra Talent at every base. Doubles your votes in elections for Planetary Governor and Supreme Leader. TECH NEEDED - Matter Editation PROJECT 28 - The Space Elevator EFFECT - Doubles ECONOMY energy reserve production at the base that builds this, and doubles MINERAL production rate when producing orbital improvements. Your units equipped with Drop Pods may now make orbital insertions anywhere on the planet. All Aerospace Complex restrictions are waived. TECH NEEDED - Super Tensile Solids PROJECT 29 - The Singularity Inductor EFFECT - Counts as a Quantum Converter at every base, and reduces the ecological effects of mineral production. TECH NEEDED - Controlled Singularity PROJECT 30 - The Bulk Matter Transmitter EFFECT - +2 MINERALS at every base. TECH NEEDED - Matter Transmission PROJECT 31 - The Telepathic Matrix EFFECT - Drones never riot at your bases. All of your Probe Teams receive a +2 morale modifier. TECH NEEDED - Eudaimonia PROJECT 32 - The Manifold Harmonics EFFECT - Increases resources harvested from monolith and fungus squares depending on the overall PLANET rating, as follows: 0 Planet = +1 Energy. +1 Planet = +1 Nutrient, +1 Energy. +2 Planet = +1 Nutrient, +1 Energy, +1 Mineral. +3 Planet = +1 Nutrient, +2 Energy, +1 Mineral, etc. TECH NEEDED - Secrets of the Manifolds PROJECT 33 - The Nethack Terminus EFFECT - +1 morale to all Probe Teams built. -25% cost of Probe Team actions. All Probe Teams with a Fusion Reactor or higher have the equivalent of the Algorithmic Enhancement ability. TECH NEEDED - Self-Aware Machines PROJECT 34 - The Cloudbase Academy EFFECT - Free Aerospace Complex in every base. TECH NEEDED - Mind/Machine Interface PROJECT 35 - The Planetary Energy Grid EFFECT - Free Energy Bank in every base. Stockpile Energy produces 25% higher returns. TECH NEEDED - Adaptive Economics PROJECT 36 - The Voice of Planet EFFECT - Begins the Ascent to Transcendence sequence. Any factions can now begin the Ascent to Transcendence. Any alien lifeforms you breed gain a +1 lifecycle bonus. TECH NEEDED - Threshold of Transcendence PROJECT 37 - The Ascent to Transcendence EFFECT - Completes the Transcendence sequence and ends the Human Era (you win the game). The Ascent cannot be started until the Voice of Planet is operational. TECH NEEDED - Threshold of Transcendence ================== Part Four: Credits ================== Thanks to Sid Meier, Firaxis Games, and Electronic Arts for making a great game. Also thanks to everyone who reads this and finds it useful. If you have any questions, e-mail me at the address on the top of this FAQ. Bye now!