;
;  Help for Aldebaran
;

#HELPCATS
Concepts
Reactors
Weapons
Armor
Chassis
Facilities
Social
Abilities
Tech
Vehicles
Projects
Factions
Citizens
Terraform

#HELPTECHS
#xs 600
#caption Select Technology

#HELPTECH
#xs 440
#caption Technology: $STR0
^$STR0
^

#TECHHECK
^Formers can improve fungus squares.
^Fungus movement restrictions eased.
^Roads can be built in fungus squares.
^Units can be designed with two special abilities.
^Nutrient restrictions lifted; can produce 3+ nutrients/square.
^Mineral restrictions lifted; can produce 3+ minerals/square.
^Energy restrictions lifted; can produce 3+ energy/square.
^Secrets: First faction to discover gains free tech.
^Increases shroud base morale.
^Increases COMMERCE income from Treaties and Pacts.
^Entire planetary map is revealed.
^Genetic Warfare atrocity can be commited by shrouds.
^Increases ENERGY production in fungus squares.
^Increases MINERALS production in fungus squares.
^Increases NUTRIENT production in fungus squares.
^Units w/ Transmitter Units may make Planetary insertions.
^+1 Mineral bonus for all Mining Platforms
^Economic Victory allowed
^Diplomatic Victory allowed
^Formers can execute the "$TERRAFORM0" order.

#CITIZENHECK
^Commerce bonus for base.
^Production bonus for base.
^Psi defense bonus for base.
^Morale bonus for base.
^Unit support bonus for base.
^Efficiency bonus for base.
^Aliens bonus for base.

#HELPWEAPONS
#xs 440
#caption Select Weapon Type

#HELPWEAPON
#xs 440
#caption Weapon: $STR0
^
^FIREPOWER: $NUM0
^COST: $NUM1
^
^PREREQUISITE: $LINK<$STR2=$NUM2>

#HELPWEAPON2
#xs 440
#caption Weapon: $STR0
^
^FIREPOWER: $NUM0
^
^PREREQUISITE: $LINK<$STR2=$NUM2>

#HELPDEFENSES
#xs 440
#caption Select Defense Type

#HELPDEFENSE
#xs 440
#caption Defense: $STR0
^
^STRENGTH: $NUM0
^
^PREREQUISITE: $LINK<$STR2=$NUM2>

#HELPDEFENSE2
#xs 440
#caption Defense: $STR0
^
^STRENGTH: $STR1
^
^PREREQUISITE: $LINK<$STR2=$NUM2>


#HELPREACTOR
#xs 440
#caption Defense: $STR0
^
^POWER: $NUM0
^PREREQUISITE: $LINK<$STR1=$NUM1>


#HELPCHASSIS2
#xs 440
#caption Select Chassis Type

#HELPCHASSIS
#xs 440
#caption Chassis: $STR0
^
^MOVEMENT RATE: $STR1 $NUM0
^
^PREREQUISITE: $LINK<$STR2=$NUM3>


#HELPCROPS
#xs 440
#caption List of Crop Types


#HELPFACS
#xs 440
#caption Select Facility Type

#HELPFAC
#xs 440
#caption Base Facility: $STR0
^
^COST: $NUM0
^MAINTENANCE: $NUM1
^
^PREREQUISITE: $LINK<$STR1=$NUM2>


#HELPFACFREE
#xs 440
#caption Base Facility: $STR0
^
^COST: $NUM0
^MAINTENANCE: $NUM1
^
^PREQ: $LINK<$STR1=$NUM2>
^FREE TO NEW BASES: $LINK<$STR2=$NUM3>
^



#HELPPROJS
#xs 440
#caption Select Secret Project

#HELPPROJ
#xs 440
#caption Secret Project: $STR0
^
^COST: $NUM0
^
^PREQ: $LINK<$STR1=$NUM2>
^

#HELPUNIT
#xs 440
#caption Unit Type: $STR0
^ATTACK: {$STR2}
^DEFENSE: {$STR3}
^MOVES: {$NUM1}
^COST: {$NUM0}
^
^PREREQUISITE: $LINK<$STR1=$NUM2>

#HELPUNITS
#xs 400
#caption Select Unit Type

#HELPABILS
#xs 400
#caption Select Special Ability

#HELPABIL
#xs 440
#caption Special Unit Ability: $STR0
^
^ABILITY: $STR2
^COST: $STR3
^
^PREQ:    $LINK<$STR1=$NUM0>

#HELPTERRAFORM
#xs 440
#caption Terraforming: $STR0
^
^TURNS TO COMPLETE: $NUM1 $STR2
^
^PREREQUISITE: $LINK<$STR1=$NUM0>



#; Headquarters
#HELPFAC1
Administrative center of your colony. $LINK<+1 ENERGY=43>. No
$LINK<inefficiency=25>.
Enemy $LINK<shrouds=30006> may not attempt mind control here.

#; Chironian Habitat
#HELPFAC2
Base receives +2 on $LINK<GROWTH=130006> scale and +2 on
$LINK<EFFICIENCY=130001> scale.
All negative $LINK<MORALE=130004> effects are cancelled for units in
base square; instead such units receive a +1 MORALE modifier.
Reduces base's vulnerability to enemy mind control.

#; Recycling Tanks
#HELPFAC3
Increases $LINK<NUTRIENT=41>, $LINK<MINERALS=42>, and $LINK<ENERGY=43>
output of base square.

#; Perimeter defense
#HELPFAC4
Increases defense multiplier of base by one. This
effectively doubles defense strength (or triples it
when combined with a $LINK<Tachyon Field=100005>).

#; Tachyon field
#HELPFAC5
Increases defense multiplier of base by one. This
is cumulative with $LINK<Perimeter Defense=100004>, for a net
tripling of defense strength at base.

#; Recreation Commons
#HELPFAC6
Reduces number of $LINK<Drones=36> in colony by two.

#; Energy bank
#HELPFAC7
Increases $LINK<ECONOMY=44> at base by 50%.

#; Network Node
#HELPFAC8
Increases $LINK<LABS=45> at base by 50%. Base can study
$LINK<alien artifacts=30007>.

#; Planet Lab
#HELPFAC9
$LINK<+2 labs=45> per turn.
Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.

#; Skunkworks
#HELPFAC10
Eliminates additional cost to $LINK<prototype=23> new units at this base.

#; The Tokamat
#HELPFAC11
Your citizens enjoy the most recent edition of Civilization, 'Civ 376' which, 
using holofields, is actually more real than reality. Reduces number of 
$LINK<Drones=36> by two, and increases $LINK<PSYCH=38> output of base by 50%.

#; Transcends Temple
#HELPFAC12
Only through transcendent practices can you hope to tame the people. 
Two extra $LINK<Talents=37> at this base.

#; Tree Farm
#HELPFAC13
Increases $LINK<PSYCH=38> output at base by 50% and
$LINK<ECONOMY=44> at base by 50%.
Increases $LINK<nutrient=41> output in $LINK<forest=90004> squares.
Eliminates at least half the $LINK<ecological damage=26> caused by terraforming
($LINK<farms=90000>, $LINK<mines=90002>, $LINK<roads=90005>, etc.)

#; Hybrid Forest
#HELPFAC14
Increases $LINK<NUTRIENT=41> and $LINK<ENERGY=43> output of
$LINK<FOREST=90004> squares.  Increases $LINK<PSYCH=38>
at base by 50% and $LINK<ECONOMY=44> at base by 50%,
and, combined with $LINK<Tree Farm=100013>, eliminates the ecological damage
caused by terraforming. Cumulative with Tree Farm.

#; Endothermy Lab
#HELPFAC15
Entropy labs create near perfect energy absorbing structures. Increases 
$LINK<ECONOMY=44> at base by 50% and
$LINK<LABS=45> at base by 50%.

#; Mind-Machine Lab
#HELPFAC16
Link with Planetmind. Increases $LINK<ECONOMY=44> at base by 50% and
$LINK<LABS=45> at base by 50%. Cumulative
with $LINK<Endothermy Lab=100015>.

#; Research Hospital
#HELPFAC17
Increases $LINK<PSYCH=38> at base by 25% and $LINK<LABS=45> at
base by 50% and reduces number of $LINK<drones=36> by one. Reduces
population loss caused by genetic warfare and other disease outbreaks.

#; Ascetic Retreat
#HELPFAC18
The University's contribution to modern medicine. Increases $LINK<PSYCH=38> 
at base by 25% and $LINK<LABS=45> at base by 50% and reduces number of 
$LINK<drones=36> by one. Reduces population loss caused by genetic warfare 
and other disease outbreaks.
Cumulative with $LINK<Research Hospital=100017>.

#; Robotic Assembly Plant
#HELPFAC19
Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
facilities of this type.

#; Nanoreplicator
#HELPFAC20
Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
facilities of this type.

#; Quantum Converter
#HELPFAC21
Increases $LINK<MINERALS=42> output at base by 50%. Cumulative with all other
facilities of this type.

#; Direct Control Unit
#HELPFAC22
Increases $LINK<MINERALS=42> output at base by 50%, but also increases
the number of $LINK<Drones=36> at base by 3 and increases vulnerability
to enemy mind control. Cumulative with all other
facilities of this type. A great boon to the new AI. Note that the old Genejack
Factory produced fewer drones. This limits the use of this facility to specialist bases
or for AI factions that have fewer drone issues in general.

#; Punishment Sphere
#HELPFAC23
Eliminates both $LINK<DRONES=36> and $LINK<TALENTS=37> at this base,
and decreases vulnerability to enemy mind control, but reduces
$LINK<LABS=45> output by 1/2.

#; Subsurface Environment
#HELPFAC24
Expand, underground. Allows population of base to grow beyond size 7.

#; Habitation Dome
#HELPFAC25
Allows population of base to grow beyond size 14. Base must already
have $LINK<Subsurface Environment=100024>.

#; Pressure Dome
#HELPFAC26
Allows base to survive submersion. Also counts as $LINK<Recycling
Tanks=100003> for this base.

#; Command Center
#HELPFAC27
Repairs damaged ground units quickly. Ground units built here
receive two $LINK<morale=11> upgrades.

#; Maritime Factory
#HELPFAC28
Maritime efficiency, an oxymoron? Repairs damaged naval units quickly. 
Naval units built here receive two $LINK<morale=11> upgrades.

#; Mattertran Generator
#HELPFAC29
Matter Transmission is fundamentally an energetic operation, supporting 
flight, even moreso in the harsh realities of Aldebaran. This facility 
repairs damaged air units quickly. Air units built here receive two 
$LINK<morale=11> upgrades. Base must have a Mattertran Generator before
it can produce Transmission improvements.

#; Bioenhancement center
#HELPFAC30
All military units built here receive two $LINK<morale=11> upgrades.
Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.

#; The Planetpark
#HELPFAC31
Reduces effect of industry on the survival of Planetmind.
Any alien lifeforms you breed at this base gain a $LINK<+1 lifecycle=11> bonus.

#; Cult of Planet
#HELPFAC32
Supporting the Cult is only an economic decision. Reduces effect of 
industry on Planet's ecology. Any alien lifeforms you breed at this 
base gain a $LINK<+1 lifecycle=11> bonus.
Cumulative with $LINK<The Planetpark=100031>.

#; Psi Gate
#HELPFAC33
Units can teleport between bases containing Matter Transmitters.

#; Core Fungus Facility
#HELPFAC65
Each Core Fungus Facility unit increases the $LINK<NUTRIENT output=41> of
every base by +1. Can only be produced by bases with $LINK<Mattertran Generators=100029>.
Nutrient increase is halved for bases without Mattertran Generators, and
cannot in any event exceed the size of the base.

#; Core Extraction Facility
#HELPFAC66
Each Core Extraction Facility increases the $LINK<MINERALS output=42>
of every base by +1. Can only be produced by bases with $LINK<Mattertran Generators=100029>.
Minerals bonus is halved for bases without Mattertran Generatores, and
cannot in any event exceed the size of the base.

#; Matter-Energy Transformer
#HELPFAC67
Each Matter-Energy Transformer increases the $LINK<ENERGY
output=43> of every base by +1. Can only be produced by
bases with $LINK<Mattertran Generators=100029>.
Energy bonus is halved for bases without Mattertran Generators, and
cannot in any event exceed the size of the base.

#; Projection Defense Pod
#HELPFAC68
Each undeployed Planetary Defense Pod has a 50% chance to prevent a
$LINK<Planet Buster=60017> attack against any of your bases. Defense Pods may
only deploy once per turn; when no undeployed Pods remain, a Planet
Buster can only be stopped by sacrificing one of the already-deployed
Pods. Can only be produced by bases with $LINK<Mattertran Generators=100029>.

#; Stockpile Energy
#HELPFAC69
All $LINK<MINERALS=42> produced at base are immediately converted to
$LINK<ECONOMY=44> energy reserves (each 2 minerals makes 1 energy). 
An excellent cheat.

#; Huge Gnome Project
#HELPPROJ0
Very large extremely small people make everyone happy. 
One extra $LINK<Talent=37> at every base.

#; The Command Nexus
#HELPPROJ1
Counts as a $LINK<Command Center=100027> at every one of your bases.

#; The Dozer Factory
#HELPPROJ2
Increases terraforming speed by 50% for all tasks except
for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
and $LINK<Boreholes=90014>,
and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
not yet discovered the appropriate technologies.

#; The Bank of Aldebaran
#HELPPROJ3
$LINK<+1 energy=43> in every square at this base.

#; The Shroud Guild
#HELPPROJ4
Allows you to contact any leader, and gives you
an infiltrator in every faction. You get +50% votes
in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.

#; The First Impression
#HELPPROJ5
Counts as a $LINK<Perimeter Defense=100004> at every base.

#; The Greatest Game
#HELPPROJ6
In addition to their normal effect, $LINK<Network Nodes=100008> count as
$LINK<The Tokamat=100011> at each of your bases: reduce number of
$LINK<Drones=36> by
two and increase $LINK<PSYCH=38> output of base by 50%.

#; The People Factory
#HELPPROJ7
Any new bases you found begin at population level 3. One less $LINK<drone=36>
at all bases of population level 3 and under.

#; The Fungal University
#HELPPROJ8
All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
$LINK<plant fungus=90011> is doubled.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.

#; The Neural Amplifier
#HELPPROJ9
+50% to $LINK<PSI Defense=15>.

#; The Nautical College
#HELPPROJ10
Increases the movement rate of all naval units by two, and
counts as a $LINK<Maritime Factory=100028> at every one of your bases.

#; The Planetary Datalinks
#HELPPROJ11
You automatically discover any $LINK<technology=140062> discovered by any three
other $LINK<factions=150001>.

#; The Field Institute
#HELPPROJ12
$LINK<Research output=45> at this base is doubled.

#; The Ascetic Virtues
#HELPPROJ13
Increases the population limit of your bases by two, and increases
your society's tolerance for use of police and military units
($LINK<+1 POLICE=130005>).

#; The Longevity Vaccine
#HELPPROJ14
Two less $LINK<Drones=36> at every base if your $LINK<society's
economics=120005> are $LINK<state=120008>.
One less Drone at every base if economics are $LINK<simple=120006>
or $LINK<utopian=120009>.
$LINK<ECONOMY=44> increased by 50% at this base for
$LINK<lassaiz faire=120007> economies.

#; The Hunter-Seeker Unleashed
#HELPPROJ15
Renders your units and bases completely immune to $LINK<shroud=30006>
infiltration of any kind.

#; The Gift of Planetmind
#HELPPROJ16
Reduces effect of industry on Planet's ecology at all of your bases.
Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
benefits normally reserved for alien lifeforms.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.

#; The Eugenizer
#HELPPROJ17
Counts as a $LINK<Bioenhancement Center=100030> at every base.

#; The Theory of Everything
#HELPPROJ18
$LINK<LABS=45> output doubled at this base.

#; The Dream Twister
#HELPPROJ19
+50% to $LINK<PSI Attack=15>.

#; Seventh Law of Thermodynamics
#HELPPROJ20
Two free $LINK<tech advances=140062> on completion. Any number of
$LINK<Alliance Datalinks=30007> can be cashed at this base.

#; The University Syndrome
#HELPPROJ21
$LINK<+1 research=45> at this base for every point of $LINK<Commerce=29>
this base receives, and +1 research for every $LINK<Network Node=100008>
in existence on Aldebaran, regardless of the player owning the
Network Node.  Eliminates the negative effects of $LINK<Military
Society=120017>.

#; The Nano Factory
#HELPPROJ22
Units can be repaired quickly and completely
even when not in base squares. The cost to upgrade
units is reduced by 50%.

#; The Living Refinery
#HELPPROJ23
Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002>
on Social Engineering table.

#; The Cloning Vats
#HELPPROJ24
All of your bases enter a permanent state of Population Boom and
will grow every turn provided $LINK<NUTRIENT=41> output
is sufficient and $LINK<Hab facilities=100024> are adequate.
The negative effects of the $LINK<Controlled=120012> and $LINK<Macroeconomic=120019> social engineering choices are eliminated.

#; The Self-Aware Colony
#HELPPROJ25
Energy maintenance cost for facilities is halved at all of your
bases. If use of $LINK<police=130005> is allowed under the current social model,
all of your bases are considered to have an extra police unit.

#; Clinical Immortality
#HELPPROJ26
One extra $LINK<Talent=37> at every base. Doubles your votes in elections
for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.

#; The Collectivity Engine
#HELPPROJ27
Doubles $LINK<ECONOMY=44> energy reserve production at this base, and
doubles $LINK<MINERAL=42> production rate at all of your bases when
producing Planetary improvements. Your units equipped with
$LINK<transmitter units=80004> may now make Planetary Insertions anywhere on the Planet.
All $LINK<Mattertran Generator=100029> restrictions on Planetary improvements are
waived.

#; The Singularity Inductor
#HELPPROJ28
Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the
$LINK<ecological effects=26> of mineral production.

#; The Transmitter Trials
#HELPPROJ29
$LINK<+2 MINERALS=42> at every base.

#; The Telepathic Matrix
#HELPPROJ30
$LINK<Drones=36> never $LINK<riot=9> at your bases.
All of your $LINK<shrouds=30006> receive a $LINK<+2 morale=11> modifier.

#; The Voice of Planet
#HELPPROJ31
Begins the $LINK<Ascent to Transcendence=110071> sequence. Any faction can now
begin the Ascent to Transcendence.
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.

#; The Ascent to Transcendence
#HELPPROJ32
Completes the Transcendence sequence and ends the Human Era.
The Ascent cannot be started until the $LINK<Voice of Planet=110070> is
operational.

#;PROPAGANDA
#HELPSOC0
The "Propaganda" social category allows you to carefully manipulate your 
citizens with programmed media, human ecology, or things better left unsaid.
^
^$LINK<Dogmatic=120001>
^$LINK<Intolerance=120002>
^$LINK<Paranoia=120003>
^$LINK<Unity=120004>

#;Dogmatic
#HELPSOC00
Strictly speaking, you've not discovered how to use subtle manipulations to 
affect your citizens. Instead, you rely on them doing what your government 
dictates or requires by law. Not too efficient.
^
^Prerequisite: NONE

#;Intolerance
#HELPSOC01
Intolerance is easy to foster in your citizens. Naturally, they are afraid of 
other factions, and probably each other. Turning their fear into hatred or 
strict conformity is unpleasant, simple, and probably not good for the permanent 
happiness of your faction.
^
+1 SUPPORT
+1 MORALE
-1 RESEARCH
-1 POLICE
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Paranoia
#HELPSOC02
While Intolerance uses fear for conformity, fostering paranoia in your 
populace is a slightly more subtle proposition. The careful use of misinformation, 
government 'plants', and highly trained shroud units enable great control of 
your Paranoid society.
^
+1 PROBE
+1 POLICE
+1 SUPPORT
-1 INDUSTRY
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Unity
#HELPSOC03
The Propaganda of Unity requires a firm but subtle tactic. Positive reinforcement 
of your faction religious, moral, or other qualities, the denial of differences 
within your population, and the idolatry of the government can be used to bring 
your people together in peaceful undertakings.
^
+1 ECONOMY
+2 EFFICIENCY
-1 INDUSTRY
-1 SUPPORT
^
^Prerequisite: $LINK<$STR0=$NUM0>


#;ECONOMICS
#HELPSOC1
The "Economics" social category allows you to control the way your
economy is managed.
^
^$LINK<Barter=120006>
^$LINK<Lassaiz Faire=120007>
^$LINK<State=120008>
^$LINK<Utopian=120009>

#;Barter
#HELPSOC10
Barter Economics describes the informal, ad hoc economy which develops
in the early years of planetfall, before more organized economic
systems can be put in place. Barter Economics provides no special
benefits or penalties.
^
^Prerequisite: NONE

#;Lassaiz Faire
#HELPSOC11
Lassaiz Faire Economics turns market forces loose in your society.
Unfettered market economics can produce great wealth quickly, but
in the context of Planet's fragile emerging economies can also lead
to extremes of pollution and ecological damage. Also, citizens rendered
suddenly poor by the actions unscrupulous moguls may revolt against
their energy-fattened masters.
^
+1 ECONOMY
+2 EFFICIENCY
-2 POLICE
-1 PLANET
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;State
#HELPSOC12
A semi-market economy kept in check by fierce governmental regulation,
State Economics promotes stable industrial and population growth, but
sacrifices efficiency.
^
+1 INDUSTRY 
+2 POLICE
+1 PROBE
-2 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Utopian
#HELPSOC13
Utopian Economics strive to integrate human progress with the needs
of the biosphere. Utopian economies use resources efficiently and
tend to avoid the excesses of industrial development which could
provoke Planet's native life, but population growth necessarily
suffers for lack of space.
^
+3 RESEARCH
+2 EFFICIENCY
+1 GROWTH
+1 MORALE
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;PROTOCOL
#HELPSOC2
The "Protocol" social category represents government control on industry.
^
^$LINK<Survival=120011>
^$LINK<Controlled=120012>
^$LINK<Extractive=120013>
^$LINK<Green=120014>

#;Survival
#HELPSOC20
Survival is of course the all-encompassing first priority of early
human space colonies. "Survival" as a priority provides no
special bonuses or penalties.
^
^Prerequisite: NONE

#;Controlled
#HELPSOC21
Leaders seeking a Controlled protocol build strong, well-paid military forces to
enforce their will. But Morale and Research infrastructure suffer with the restrictive
enforcement of law.
^
+1 INDUSTRY
+1 SUPPORT
+1 GROWTH
-2 RESEARCH
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Extractive
#HELPSOC22
Leaders seeking Extractive and intellectual enlightenment will pour
resources into research and education. They will also tend to promote
the free exchange of information, which increases efficiency but also
carries greater security risks.
^
+2 ECONOMY
-3 PLANET
-3 POLICE
-2 SUPPORT
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Green
#HELPSOC23
Leaders seeking Green will concentrate on building economic and
industrial infrastructure rapidly. They achieve rapid growth and
development, with possible side effects being decadence and moral
decay.
^
+1 INDUSTRY
+2 PLANET
+1 POLICE
-1 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;PRODUCTION
#HELPSOC3
Production directed by government facilites.
^
^$LINK<Not Much=120016>
^$LINK<Military=120017>
^$LINK<Citizens=120018>
^$LINK<Macroeconomic=120019>

#;Not Much
#HELPSOC30
"Not Much", or none. You get it. No bonuses or penalties apply.
^
^Prerequisite: NONE

#;Military
#HELPSOC31
Military Production is the mainstay of any leader looking to conquer
their neighbors, however, weapons testing and high taxes take their toll on the 
economic and planetary environments.
^
+1 SUPPORT
+2 MORALE
+1 PROBE
-1 ECONOMY
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Citizens
#HELPSOC32
The faction-states of Aldebaran can suffer from zero population growth due to limited resources
and rampant warfare. By focusing government incentives and reproductive programs, empires may
reverse this trend and enter a population boom. Be sure to outfit your cities with Chironian
Habitats to help encourage a feeling of home in your repoductive populace.
^
+4 GROWTH
-1 PLANET
-1 ECONOMY
-1 INDUSTRY
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Macroeconomic
#HELPSOC33
Macroeconomic production seeks a balance in productive capacities. Privitization of the
once governement owned and operated industrial infrastructure has as it's only penalty,
the loss of government grants for research. This is usually outweighed by the sheer
industrial might and economic incentives unleashed by such government policies.
^
+1 POLICE
+1 INDUSTRY
+1 ECONOMY
+1 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>

ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH

#;ECONOMY
#HELPEFFECT0
{ECONOMY} represents the raw strength of your society's economy.
Increasing this value will increase your $LINK<energy=43> flow.
^
^-3, -2 energy each base
^-2, -1 energy each base
^-1, -1 energy at HQ base
^ 0, Standard energy rates
^ 1, +1 energy each base
^ 2, +1 energy each square!
^ 3, +1 energy each square; +1 commerce rating!!

#;EFFIC
#HELPEFFECT1
{EFFICIENCY} represents your society's ability to function without
waste and mismanagement. If this value falls too low, your bases
will begin to lose $LINK<energy=43> to inefficiency.
^
^-4, ECONOMIC PARALYSIS
^-3, Murderous inefficiency
^-2, Appalling inefficiency
^-1, Gross inefficiency
^ 0, High inefficiency
^ 1, Reasonable efficiency
^ 2, Commendable efficiency
^ 3, Exemplary efficiency!
^ 4, PARADIGM ECONOMY!!

#;SUPPORT
#HELPEFFECT2
{SUPPORT} affects the support costs of military units. The lower
your score here, the more of your units you'll have to expend
$LINK<minerals=42> to support.
^
^-4, Each unit costs 2 to support; no free minerals for new base.
^-3, Each unit costs 1 to support; no free minerals for new base.
^-2, Support 1 unit free per base; no free minerals for new base.
^-1, Support 1 unit free per base
^ 0, Support 2 units free per base
^ 1, Support 3 units free per base
^ 2, Support 4 units free per base!
^ 3, Support 4 units OR up to base size for free!!

#;TALENT -- NOTUSED!!!
#HELPEFFECT3

#;MORALE
#HELPEFFECT4
{MORALE} affects the training and determination of your military.
A higher score here translates directly into $LINK<morale=11> upgrades for your
units.
^
^-4, -3 Morale; + modifiers halved
^-3, -2 Morale; + modifiers halved
^-2, -1 Morale; + modifiers halved
^-1, -1 Morale
^ 0, Normal Morale
^ 1, +1 Morale
^ 2, +1 Morale (+2 on defense)
^ 3, +2 Morale! (+3 on defense)
^ 4, +3 Morale!!

#;POLICE
#HELPEFFECT5
{POLICE} represents your society's tolerance for police control and
restrictions on personal freedom. A high score allows you to use
military units as police to suppress $LINK<drone riots=9>. A low score will
cause increasing tension when your military units are away from home.
^
^-5, Two extra drones for each military unit away from base
^-4, Extra drone for each military unit away from base
^-3, Extra drone if more than one military unit away from base
^-2, Cannot use military units as police. No nerve stapling.
^-1, One police unit allowed. No nerve stapling.
^ 0, Can use one military unit as police
^ 1, Can use up to 2 military units as police
^ 2, Can use up to 3 military units as police!
^ 3, 3 units as police. Police effect doubled!!

#;GROWTH
#HELPEFFECT6
{GROWTH} affects your population growth rate. The higher your score,
the fewer $LINK<nutrients=41> your bases will need to grow.
^
^-3, ZERO POPULATION GROWTH
^-2, -20% growth rate
^-1, -10% growth rate
^ 0, Normal growth rate
^ 1, +10% growth rate
^ 2, +20% growth rate
^ 3, +30% growth rate
^ 4, +40% growth rate
^ 5, +50% growth rate!
^ 6, POPULATION BOOM!!

#;PLANET
#HELPEFFECT7
{PLANET} represents your society's sensitivity to the $LINK<ecology of
Planet=26>.
A low score indicates that ecological damage will occur more quickly.
^
^-3, Wanton ecological disruption; -3 Fungus production
^-2, Rampant ecological disruption; -2 Fungus production
^-1, Increased ecological disruption; -1 Fungus production
^ 0, Normal ecological tension
^ 1, Ecological safeguards!; Mindworm capture 25%
^ 2, Ecological harmony!; Mindworm capture 50%!
^ 3, Ecological wisdom!!; Mindworm capture 75%!!

#;PROBE
#HELPEFFECT8
{PROBE} affects your vulnerability (or strength) on security issues.
A high score will help prevent enemy $LINK<shroud=30006> attacks.
^
^-2, -50% cost of enemy shroud actions; enemy success rate increased
^-1, -25% cost of enemy shroud actions; enemy success rate increased
^ 0, Normal security measures
^ 1, +1 shroud morale; +50% cost of enemy shroud actions
^ 2, +2 shroud morale; Doubles cost of enemy shroud actions!
^ 3, +3 shroud morale; Bases and units cannot be subverted!!


#;INDUSTRY
#HELPEFFECT9
{INDUSTRY} represents your manufacturing strength. A high score reduces the
number of $LINK<minerals=42> required to build units and facilities.
^
^-3, Mineral costs increased by 30%
^-2, Mineral costs increased by 20%
^-1, Mineral costs increased by 10%
^ 0, Normal production rate
^ 1, Mineral costs decreased by 10%
^ 2, Mineral costs decreased by 20%
^ 3, Mineral costs decreased by 30%!
^ 4, Mineral costs decreased by 40%!!
^ 5, Mineral costs decreased by 50%!!!


#;RESEARCH
#HELPEFFECT10
{RESEARCH} affects your $LINK<technological progress=45>. A higher score will
increase the rate at which you make breakthroughs.
^
^-5, Labs research slowed by 50%
^-4, Labs research slowed by 40%
^-3, Labs research slowed by 30%
^-2, Labs research slowed by 20%
^-1, Labs research slowed by 10%
^ 0, Normal research rate
^ 1, Labs research speeded by 10%
^ 2, Labs research speeded by 20%
^ 3, Labs research speeded by 30%
^ 4, Labs research speeded by 40%
^ 5, Labs research speeded by 50%





#;FARM
#HELPTERRALAND0
A {farm} increases the $LINK<nutrient production=41> of a square by +1.
Farms cannot be built in $LINK<rocky squares=1>.

#HELPTERRASEA0
A {kelp farm} increases the $LINK<nutrient production=41> of an ocean square
by +2. Kelp farms can only be planted on shelf squares (Depth
less than 1000m).

#;SOIL
#HELPTERRALAND1
{Xenophagi} increases the $LINK<nutrient production=41> of a square by +1.
Xenophagi can be built only in squares which already contain a
$LINK<farm=90000>.

#HELPTERRASEA1
A {kelp enricher} increases the $LINK<nutrient production=41> of a square by +1.
Kelp Enrichers can be built only in squares which already contain a
$LINK<farm=90000>. Note, can't see it, but it's there!

#;MINE
#HELPTERRALAND2
A {mine} increases the $LINK<mineral output=42> of a square:
^$LINK<Flat squares=1>: +1 minerals
^$LINK<Rolling squares=1>: +1 minerals
^$LINK<Rocky squares=1>: +2 minerals (+3 if road)
^
^A mine provides an additional +1 minerals in Minerals Resource squares.

#HELPTERRASEA2
A {mining platform} increases the $LINK<minerals output=42> of an ocean square
by +1, or +2 if $LINK<Advanced Ecological Engineering=140062> has been discovered.
^
Mining platforms can only be built in shelf squares (depth less than 1000m).

#;SOLAR
#HELPTERRALAND3
A {solar collector} allows $LINK<energy=43> collection in a square. Sea level
solar collectors will collect 1 energy per turn. Solar collectors
at $LINK<higher altitudes=2> will collect an additional energy for each 1000m
above sea level.

#HELPTERRASEA3
A {tidal harness} allows $LINK<energy=43> collection in an ocean square. Squares
with tidal harnesses produce 3 energy per turn.
^
Tidal harnesses can only be built in shelf squares (depth less than 1000m)

#;FOREST
#HELPTERRALAND4
{Forest} squares provide balanced but limited $LINK<nutrient=41>,
$LINK<minerals=42>, and $LINK<energy=43> production. Forest square
production is dramatically increased for bases containing a
$LINK<Tree Farm=100013> and/or a $LINK<Hybrid Forest=100014>.
^
Forest will sometimes expand into adjacent squares, even driving out
native $LINK<fungus=14> in the process.

#HELPTERRASEA4
no

#;ROAD
#HELPTERRALAND5
{Roads} speed land unit movement. Land units moving along a road can
move three times faster than normal.
^
Roads also increase $LINK<mine=90002> production in $LINK<rocky squares=1>.

#HELPTERRASEA5
no

#;TUBE
#HELPTERRALAND6
{Mag Tubes} greatly speed land unit movement. Land units moving between
Mag Tube squares do not expend any movement points.

#HELPTERRASEA6
no

#;BUNKER
#HELPTERRALAND7
A {bunker} improves the defense value of its square. Units defending in
bunkers gain +50% to their defense.

#HELPTERRASEA7
A {Minefield} improves the defense value of its square. Units defending in
Minefields gain +50% to their defense. Note, you can't see a minefield!

#;AIRBASE
#HELPTERRALAND8
An {airbase} allows friendly air units to land and refuel.

#HELPTERRASEA8
no

#;SENSOR
#HELPTERRALAND9
A {Sensor Array} watches surrounding territory for intruders. Sensor
Arrays can see any enemy unit within two squares.
^
Data from Sensor Arrays also increases defense readiness: any unit
in a land square within two squares of a friendly sensor array
gains +25% to its defense.

#HELPTERRASEA9
A {Sonar Net} watches surrounding territory for intruders. Sensor
Arrays can see any enemy unit within two squares.
^
Data from Sonar Nets also increases defense readiness: any unit
in a land square within two squares of a friendly Sonar Net
gains +25% to its defense.
#;FUNGUS
#HELPTERRALAND10
Allows $LINK<fungus=14> to be removed from a square.

#HELPTERRASEA10
Allows $LINK<sea fungus=14> to be removed from a square.

#;MAKEFUNGUS
#HELPTERRALAND11
Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated.
^
Production in fungus squares increases with each $LINK<"Centauri"=140006>
technology you discover.

#HELPTERRASEA11
Using xenoagricultural techniques, $LINK<fungus=14> can be cultivated.
^
Production in fungus squares increases with each $LINK<"Centauri"=140006>
technology you discover.

#;CONDENSER   12
#HELPTERRALAND12
A {Condenser} increases the $LINK<rainfall=0> in its own and ALL
SURROUNDING SQUARES.  It also provides an additional $LINK<+1
nutrient=41> in its own square, cumulative
with $LINK<farm=90000> bonuses. Use condensers to increase nutrient production
drastically in dry areas.
^
Condensers have a significant negative $LINK<ecological impact=26>.

#HELPTERRASEA12
no

#;MIRROR      13
#HELPTERRALAND13
A {Microwave Tower} increases the solar $LINK<energy=43> collected by solar
collectors in ALL SURROUNDING SQUARES by +1. It also counts as
a $LINK<solar collector=90003> for the purposes of collecting in its own square,
though it does not receive any additional bonus from other Microwave Towers.
^
Microwave Towers have a significant negative $LINK<ecological impact=26>.

#HELPTERRASEA13
no

#;BOREHOLE    14
#HELPTERRALAND14
A {Thermal Borehole} penetrates to Planet's mantle and provides
significant mineral and energy bonuses. Borehole squares provide
$LINK<+6 minerals=42> and $LINK<+6 energy=43>, but produce no
$LINK<nutrients=41> and cannot be farmed.
^
Thermal Boreholes cannot be built adjacent to other boreholes, nor
on slopes (land squares adjacent to other land squares of lower
$LINK<altitude=2>).
^
Thermal Boreholes have a significant negative $LINK<ecological impact=26>.

#HELPTERRASEA14
no

#;AQUIFER     15
#HELPTERRALAND15
{Drilling to an aquifer} creates a new river beginning in its square.

#HELPTERRASEA15
no

#;RAISE       16
#HELPTERRALAND16
{Terraform Raise} increases the $LINK<altitude=2> of the current square by
approximately 1000 meters. This can result in ocean squares becoming
land squares.

#HELPTERRASEA16
{Terraform Raise} increases the $LINK<altitude=2> of the current square by
approximately 1000 meters.

#;LOWER       17
#HELPTERRALAND17
{Terraform Lower} decreases the $LINK<altitude=2> of the current square by
approximately 1000 meters. A land square can be "lowered into the sea"
only by a sea former in a nearby ocean square.

#HELPTERRASEA17
{Terraform Lower} decreases the $LINK<altitude=2> of the current square by
approximately 1000 meters. A land square can be "lowered into the sea"
by a sea former in a nearby ocean square.

#;LEVEL       18
#HELPTERRALAND18
{Terraform Level} decreases the $LINK<rockiness=1> level of a square. It can
be used to turn rocky squares into rolling squares suitable for
$LINK<farming=90000>.

#HELPTERRASEA18
no

#;MAKEMONO    19
#HELPTERRALAND19
no

#HELPTERRASEA19
no

#UNITDESC0
A {Colony Pod} represents the manpower and resources necessary to
build a new {base}.

#UNITDESC1
Your Terraforming Engineers ("FORMERS") are crucial to your
expedition's survival. Formers can plant $LINK<forests=90004> and
$LINK<farms=90000>; build $LINK<roads=90005>, $LINK<mines=90002>,
and $LINK<solar collectors=90003>; and even $LINK<raise up=90016>
or $LINK<tear down mountains=90017>.

#UNITDESC2
A {Scout Patrol} can be used to explore the unknown regions of Planet.
It can also be used to guard bases from attack by enemies and
$LINK<mind worms=30008>, though it is not as powerful as later military
units which can be developed.

#UNITDESC3
{Transport Foils} are a useful early means of transportation between
continents and oceans. Land units can be loaded onto Transport Foils
and moved by sea.

#UNITDESC4
{Sea Formers}, like their $LINK<land-bound cousins=30001>, are used to improve
and reshape Planet. Sea Formers can plant $LINK<Kelp Farms=90020>, build
$LINK<Mining Platforms=90022>, plant Kelp Enrichers, minefields, sea sensors, 
and construct $LINK<Tidal Harnesses=90023>.

#UNITDESC5
{Supply Crawlers} are useful for transporting resources.
Supply Crawlers may:
^
* Produce $LINK<nutrients=41>, $LINK<minerals=42>, or $LINK<energy=43> from any
square on the map and send the resources to its home base.
Select the "Convoy" ('O') option on the Action Menu.
^
* Disband themselves in a friendly base to yield their {full} mineral
value towards the construction of a $LINK<secret project=110071> or
$LINK<unit prototype=23>.

#UNITDESC6
{Shrouds} can infiltrate and subvert enemy bases and units. They can
also steal enemy research information, sabotage base facilities,
assassinate key enemy personnel, and conduct genetic warfare.
^
Move a shroud up to an enemy base or unit to engage its powers.
^
Shrouds can also defend your bases against their enemy counterparts.
If a shroud is present in a square when an enemy shroud tries
to enter, a combat is resolved between them. The shroud with the
highest $LINK<morale=11> level usually wins.
^
Shrouds often receive morale increases when they complete missions
successfully. The higher a shroud's morale level, the more likely
it is to survive increasingly more complex missions.
^
Incidentally, this is a [test] and {test}.

#UNITDESC7
{Alliance Artifacts} are mysterious and unexplained alien devices sometimes discovered
on Planet. If you can find an artifact and return it to one of your bases, you
will have several options: (a) you can link it to a $LINK<Network Node=100008>
if you have one, and receive a free technology breakthrough;
(b) you can use it to speed the production of a $LINK<Secret Project=110071>
or $LINK<Unit Prototype=23>; (c) you can save it to use later.
^
Artifacts can be captured from other players. A lone artifact can be captured by
any player without diplomatic penalty.

#UNITDESC8
{Mind Worms} can appear suddenly, and are closely associated with
$LINK<fungus=14>.
^
Mind Worms and other alien creatures can engage in $LINK<Psi Combat=15>,
in which weapon and armor strengths are ignored, and the attacker
is given a 3 to 2 advantage on land. $LINK<Morale=11> level is quite important
in defending against Mind Worms and other alien units.
^
With proper breeding and bonding techniques, Mind Worms can also be bred
in captivity and controlled by skilled brood trainers. These Mind Worm
boils can be used to attack enemy units using Psi Combat, thus bypassing
enemy advantages in weapon and armor technology.  $LINK<Planet Labs=100009>
and other facilities can increase the strength of captivity-bred Mind Worm
boils.

#UNITDESC9
An aquatic vector of the $LINK<Mind Worms=30008>, the {Isle of the Deep}
is closely associated with Mind Worms and $LINK<Sea Fungus=14>.
The floating shell of an Isle of the Deep, formed by the secretions
of the colony's individual
members, is often used as a nesting place by Mind Worms, and can even
float large land units.
^
Isles of the Deep and other alien creatures can engage in $LINK<Psi Combat=15>,
in which weapon and armor strengths are ignored.
$LINK<Morale=11> level is quite important in defending against
Isles of the Deep and other alien units.
^
With proper breeding and bonding techniques, Isles of the Deep can
also be bred in captivity and controlled by skilled brood trainers.
These captive boils can be used to attack enemy naval units using Psi
Combat. Depending on their size, they can also be used to transport
land units.

#UNITDESC10
Planet's fiercest avatars, the {Locusts of Aldebaran} are a ravenous winged
variation the land-bound $LINK<Mind Worms=30008>. The appearance of Locusts
signifies considerable distress on the part of the originating
neural net $LINK<fungus=14>.

#UNITDESC11
The U.C.F. Endeavor was stocked with many of these lightly armed {rovers},
intended for use in exploring Planet's landmasses.

#UNITDESC12
A few of these extremely handy Choppers were stored aboard the
U.C.F. Endeavor. Although lightly armed and with limited fuel range,
{Aldebaran Patrol Choppers} are invaluable scouts and explorers.

#UNITDESC13
These small, prefab {cruisers} were stored aboard the U.C.F. Endeavor, ready
for use exploring Planet's seas.

#CHASSISDESC0
{Infantry} units move slowly but are inexpensive and have important
advantages in battle. Infantry units gain a +25% combat advantage
when attacking enemy bases directly.

#CHASSISDESC1
Mobile {Speeder} units can move quickly across Planet's surface.
Speeder units gain a +25% combat advantage when attacking in
open terrain. They can also disengage from combat when surprised
by slower enemy $LINK<infantry.=40000>

#CHASSISDESC2
The ultimate in ground effect transportation, the {Hovertank}
is never penalized for moving through difficult terrain--it
never costs more than one move for a Hovertank to enter a square.
Like $LINK<Speeder=40001> units, Hovertanks gain a +25% combat advantage when
attacking in open terrain.

#CHASSISDESC3
{Foils} are fast and efficient and generally replace $LINK<Cruiser=40004> units as new
technologies are discovered. Fast-attack submarines, aircraft carriers, and surface
recon units will quickly and effectively extend your range and ensure naval superiority over
earlier Cruiser-based fleets. 

#CHASSISDESC4
{Cruiser} units are the basic seafaring vessel on Aldebaran. The are faster than Chironian Foils,
but are surpassed by true $LINK<Foil=40003> units and submarines as new technologies are discovered.

#CHASSISDESC5
{Noodles}, the signature aircraft of the 23rd century, appear in
Planet's skies once Planet's growing industries begin producing
high grade jet fuel in sufficient quantities. Powerful, but limited
in range, Noodles can be used to defend the skies, project air power,
and explore Planet.
^
Noodles must return to a friendly base or airbase every other turn
for refueling.

#CHASSISDESC6
{Copters}, with their maneuverability and ability to land temporarily
in rough terrain, make formidable combat units.
^
Copters should return to a friendly base or airbase at the end of
every turn for refueling. If it is unable to do so and must land
temporarily in the field, it incurs 30% damage.
^
Note: Copter range is reduced on Aldebaran.

#CHASSISDESC7
{Gravships}, the juggernauts of the distant future, provide all the
advantages of aircraft with none of the range limitations. Gravships
can move swiftly over land and sea, and need never return to friendly
bases for refueling.

#CHASSISDESC8
{Missiles} can be used to mount powerful $LINK<conventional payloads=60020> or
spectacular quasi-nuclear $LINK<Planet Busters=60013>. Missiles pack a powerful
punch, but are of course eliminated when they attack.

#WEAPONDESC0
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. Hand weapons include
hammers, clubs, and Xenobannanas

#WEAPONDESC1
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. Lasers are so 80s.

#WEAPONDESC2
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. The Chironator is
famous from its Spartan use in rover rushes on Chiron. Its a little dated
but just as useful on Aldebaran.

#WEAPONDESC3
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. The Psionic Field
is an early attempt to bind mental energy to energy weapons. It is fairly
cheap to build.

#WEAPONDESC4
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. Rail Weapons are
the favorite tool of the early momentum player who seeks to 'conquer
first, then ask questions'

#WEAPONDESC5
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. It's big. It's
Purple. It hurts things. No one knows how it works.

#WEAPONDESC6
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. The Tachyon bolt,
or 'Tachy' is an effective plasma-like bolt of pure beauty. It also hurts
things when pointed correctly.

#WEAPONDESC7
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. The Planetbolt
is a catenation of local energy fields focused through an Fresnel lense
of planetary energy crystals.

#WEAPONDESC8
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. Planet Shards are
the sharp crystalline forms found in fungus. Similar to Planet Pearls,
Planet Shards, accellerated by rail systems, enter a high state of energy
capable of blasting away most obstacles.

#WEAPONDESC9
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. The quantum laser is
technically a lanthanide dope-ruby maser as developed by the little known earth 
scientist Ellie Arroway for empowering radio telescopes. Focused entangled
particles have turned this SETI effort into a weapon.

#WEAPONDESC10
A unit's {weapon} strength determines its combat strength it attacks. The Graviton
Gun is a superior source of inertia.

#WEAPONDESC11
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. Singularity Laser.

#WEAPONDESC12
The {Resonance Laser} functions both as a laser and a powerful disruptive force on 
local resonance fields. Its base attack factor is 6, and it receives a +25% bonus 
when engaging in a $LINK<psi attack=15>.

#WEAPONDESC13
The {Resonance Bolt} functions both as a $LINK<Tachyon Bolt=60007> and a powerful 
disruptive force on local resonance fields. Its base attack factor is 12, and it 
receives a +25% bonus when engaging in a $LINK<psi attack=15>.

#WEAPONDESC14
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. The String Disruptor.

#WEAPONDESC15
The {Psi Attack} weapon allows a conventional unit to make Psi
attacks. Weapons and armor are ignored in $LINK<Psi Combat=15>, and the
attacker receives a 3 to 2 advantage on land (1 to 1 at sea).

#WEAPONDESC16
The quasi-nuclear {Planet Buster} is future humanity's ultimate
atrocity. Planet Busters destroy everything within a radius equal
to their $LINK<reactor=50001> size, often leaving immense craters.
^
Under the U.N. Charter, use of Planet Busters is punishable by
immediate expulsion from the $LINK<Planetary Council=27> and total military
destruction.

#WEAPONDESC17
The {Colony Module} can be used to create custom $LINK<Colony Pods=30000>.
Units with Colony Modules can build new bases. If a Colony Module
is installed on a sea-going unit, bases can be constructed at sea.

#WEAPONDESC18
The {Terraforming Unit} can be used to create custom $LINK<terraformers=30001>.

#WEAPONDESC19
The {Troop Transport} module allows a unit to transport other units
by land, sea, or air, depending on the unit's chassis.
^
Only sea-going units can transport more than one unit at a time.
A {Foil} can transport a number of units equal to twice its reactor
value. A {Cruiser} can transport a number of units equal to four
times its reactor value.
^
Transports can normally transport only ground units, but seagoing
transports can be given the $LINK<Carrier Deck=80007> special ability to
allow them to transport and refuel air units.

#WEAPONDESC20
The {Supply Transport} module can be used to create custom supply
units. Such units function much as $LINK<Supply Crawlers=30005>, and can:
^
* Produce nutrients, minerals, or energy from any square on the map
and send the resources to its home base.
Select the "Convoy" ('O') option on the Action Menu.
^
* Disband themselves in a friendly base to yield their {full} mineral
value towards the construction of a secret project or unit prototype.

#WEAPONDESC21
The {Shroud} module can be used to create custom shrouds.
Such units function much as regular $LINK<Shrouds=30006>.
^
Shrouds can infiltrate and subvert enemy bases and units. They can
also steal enemy research information, sabotage base facilities,
assassinate key enemy personnel, and conduct genetic warfare.
^
Move a shroud up to an enemy base or unit to engage its powers.
^
Shrouds can also defend your bases against their enemy counterparts.
If a shroud is present in a square when an enemy shroud tries
to enter, a combat is resolved between them. The shroud with the
highest $LINK<morale=11> level, and/or reactor level, usually wins.
^
Shrouds often receive morale increases when they complete missions
successfully. The higher a shroud's morale level, the more likely
it is to survive increasingly more complex missions.

#ABILDESC0
The {Super Former} ability doubles the speed at which a unit performs
normal terraforming functions. It can be used only with $LINK<terraforming
units=30001>.

#ABILDESC1
{Deep Radar} allows a unit to spot enemies and terrain up to two squares
away.

#ABILDESC2
A {Real Fungus} equipt unit allows a unit to avoid detection by enemy units
unless they actually attempt to enter the same square. Camo'd units
may also ignore enemy $LINK<Zones of Control=34>--they may move freely between
squares adjacent to enemy units.

#ABILDESC3
{Nautical Training} allows a ground unit to attack directly from a sea
square when disembarking from a transport. Units with Nautical Training
may also move and attack across the channels between Sea Bases and
continents.

#ABILDESC4
{Transmitter Unit} allow ground units to make pis-jumps. A unit must begin
its turn in a friendly base or airbase in order to make an airdrop.
Psi-jumps may be made into any empty square within 8 squares (unless
your faction has the technology necessary to make Planetary Insertions,
in which case units may be dropped anywhere on the planet).
^
Transmitter units may move after an Psi-jump, but if they attack a
50% combat penalty applies.

#ABILDESC5
The {Air Superiority} ability equips a unit with the missiles necessary
to attack Noodles in flight. Air Superiority units gain a +100%
combat advantage when attacking other air units in flight, but incur
a -50% penalty if they attack ground or naval units.
^
Air-to-air combat is resolved by comparing attack factors--the armor
value is ignored.
^
Note that even ground and naval units can be equipped with the SAM
missiles necessary to confer this ability.

#ABILDESC6
The {Bathymetry} ability allows a sea unit to function as a submarine.
Submarine units are difficult for enemies to detect.

#ABILDESC7
A {Carrier Deck} allows a sea-going transport to carry and refuel
air units.

#ABILDESC8
The {AAA Tracking} ability increases a unit's defense against air
and missile attacks by 100%.

#ABILDESC9
The {Comm Jammer} ability interferes with enemy tactical command and
control, thus throwing enemy mobile offensives into confusion. A Comm
Jammer confers a +50% defense bonus against ground units with more
than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>).

#ABILDESC10
{Antigrav Struts} give a unit an extra move each turn, and allow all
ground units, like $LINK<Hovertanks=40002>, to avoid movement penalties
for difficult terrain.
^
Air units with Antigrav Struts gain moves equal to twice their reactor
value (so an Antigrav air unit with a $LINK<Fusion reactor=50002>
would gain 4 moves).

#ABILDESC11
The {Psi Amplifier} ability confers a +50% attack bonus against units
which employ a Psi Defense, such as $LINK<Mind Worms=30008>
and other alien creatures.

#ABILDESC13
{Fungicide Tanks} allows a terraformer unit to clear $LINK<Xenofungus=14>
at twice the normal rate. Only $LINK<terraforming=30001> units can use this
ability.

#ABILDESC14
The {Discipline} ability gives a unit a $LINK<+1 morale=11> upgrade when it
is first created.

#ABILDESC15
{Heavy Artillery} units bombard their targets from a distance rather
than attacking them directly. This unique ability allows them to fire
at units up to two squares away, and to attack every unit in a square
with one attack.
^
An artillery unit's only weakness is its inability to attack by
any other means than $LINK<bombardment=35>.
^
Note that naval units have the intrinsic ability to conduct
bombardment, but they may also attack directly against units in
sea squares.

#ABILDESC16
Units with the {Clean Reactor} ability require no support from their
home bases.

#ABILDESC17
The {Shroud Training} ability allows a unit to ignore all base
defenses ($LINK<Perimeter Defense=100004>, $LINK<Tachyon Field=100005>)
when attacking.

#ABILDESC18
Units with the {Psi Buffer} ability are insulated from Psi
attack, and thus receive a +50% defense bonus when attacked by
units which employ $LINK<Psi Combat=15>, such as $LINK<Mind Worms=30008>
and other alien creatures.

#ABILDESC20
Faction leaders willing to commit atrocities can equip their combat
units with {Nerve Gas Pods.} Units so equipped can employ these pods
to gain a +50% attack bonus. If employed against a populated area,
Nerve Gas Pods will cause significant civilian casualties.

#ABILDESC21
A {Repair Bay} allows transport units to repair the units they carry
while in transit.

#ABILDESC22
{Militia Recruitment} units count double when used as Police
units (each unit eliminates two $LINK<drones=36> rather than one).

#ABILDESC12
{Polymorphic Encryption} doubles a unit's resistance to shroud
subversion.

#ARMORDESC
A unit's {armor} strength determines its combat strength when attacked.
The stronger the armor the better the defense.

#REACTORDESC
A unit's {reactor} determines its {power}, the amount of damage the
unit can absorb in combat before it is eliminated. A unit can absorb
10 points of damage for each power level of reactor.
^
More advanced reactor technology also tends to make complex units
cheaper to build.

;Beginning of SMACX stuff

#; Covert Ops Center
#HELPFAC34
$LINK<Shroud=30006> units built here receive two $LINK<morale=11> upgrades. Base 
also receives a +2 $LINK<PROBE=130008> rating.

#; Brood Pit
#HELPFAC35
+1 $LINK<lifecycle=11> bonus to native units built here. -25% cost of alien units. Negative $LINK<LIFECYCLE=130004> effects
cancelled in base square. Base also receives a $LINK<+2 POLICE=130005> rating.

#; Aquafarm
#HELPFAC36
All $LINK<Kelp Farms=90020> worked by base generate one extra $LINK<nutrient=41>.

#; Subsea Trunkline
#HELPFAC37
All $LINK<Mining Platforms=90022> worked by base generate one extra $LINK<mineral=42>.

#; Thermocline Transducer
#HELPFAC38
All $LINK<Tidal Harnesses=90023> worked by base generate one extra $LINK<energy=43>.

#; Flechette Defense System
#HELPFAC39
+50% defense against $LINK<conventional missiles=60023> for any units up
to two squares away.  Also, if you have no $LINK<Projection Defense Pod=100068>, the system can shoot down
a non-conventional missile ($LINK<Planet Busters=60016>, $LINK<Tectonic Missiles=60024>, 
and $LINK<Fungal Missiles=60025>) 50% of the time when used inside a two-square radius of 
the base. Both effects are cumulative; i.e., if there are two Flechette Systems within a two-square 
radius of a missile's target, then a missile has only a 25% chance of success. 

#; Subspace Generator
#HELPFAC40
This is the main component of the Resonance Communicator used by $LINK<Progenitor=47> 
factions to broadcast Planet's location to their respective forces. Once a Progenitor 
faction constructs six Generators in bases of size 10 or higher, the Communicator calls a fleet 
of reinforcements, thereby ending human habitation on Planet with 
a $LINK<Progenitor Victory=10014>.

#; Geosynchronous Survey Pod
#HELPFAC41
This base's sighting radius increases to three squares. The pod also acts as 
a $LINK<sensor array=90009>, conferring a +25% defensive bonus. Geosynchronous Pods may 
be destroyed by $LINK<Projection Defense Pods=100068> or $LINK<shrouds=30006>.

#; The Manifold Harmonics
#HELPPROJ33
Increases resources harvested from $LINK<monolith=12> and $LINK<fungus=14> squares 
depending on your overall $LINK<PLANET=130007> rating, as follows:
^
^0 Planet:   +1 $LINK<Energy=43>
^+1 Planet:  +1 $LINK<Nutrient=41>, +1 Energy
^+2 Planet:  +1 Nutrient, +1 Energy, +1 $LINK<Mineral=42>
^+3 Planet:  +1 Nutrient, +2 Energy, +1 Mineral

#; The Nethack Terminus
#HELPPROJ34
+1 $LINK<morale=11> to all $LINK<shrouds=30006> built. -25% cost of shroud 
actions. All shrouds with a $LINK<Fusion Reactor=50002> or higher have equivalent 
of $LINK<Algorithmic Enhancement=80028>.

#; The Cloudbase Academy
#HELPPROJ35
Free $LINK<Mattertran Generator=100029> in every base.

#; The Planetary Energy Grid
#HELPPROJ36
Free $LINK<Energy Bank=100007> in every base. $LINK<Stockpile Energy=100069> produces 25% higher returns.

#ABILDESC24
Units equipped with {Soporific Gas Pods} reduce enemy morale by 2 when attacking.

#ABILDESC25
Units equipped with a {Dissociative Wave} can counter special abilities that modify
combat percentages. This nullifys specials such as the $LINK<Comm Jammer=80009> 
and $LINK<Hypnotic Trance=80018>. 

#ABILDESC26
Sea units equipped with a {Marine Detachment} can board and capture enemy ships that 
have been severely damaged. 

#ABILDESC27
{Fuel Nanocells} add +2 to an air unit's fuel capacity.

#ABILDESC28
$LINK<Shrouds=30006> equipped with {Algorithmic Enhancement} perform covert operations 
with greater chances of success. Enhanced shrouds can also infiltrate bases and units 
regardless of social engineering choices or $LINK<The Hunter-Seeker Algorithm=110085> Secret 
Project, although they still have a high rate of failure.

#UNITDESC14
{Sealurks} haunt the fungal patches and ocean depths of Planet's seas. As opposed to the
less aggressive $LINK<Isles of the Deep=30009>, the Sealurks seek out and attack
ocean and coastal bases. They may also lie in wait for 
easy prey, catching unwary ships that travel too close to $LINK<fungus=14>. When immobile,
these creatures are extremely hard to detect until they begin their attack.

Sealurks can engage in $LINK<Psi Combat=15> when attacked,
in which weapon and armor strengths are ignored.
$LINK<Morale=11> level is quite important when attacking Sealurks.
^
With proper breeding and bonding techniques, Sealurks can
also be bred in captivity and controlled by skilled brood trainers.
Like any native unit, players can also release Sealurks into the wild, to harass and
disrupt an enemy.

#UNITDESC15
{Spore Launchers} can appear singly or in the company of $LINK<Mind Worms=30008>, 
and are closely associated with $LINK<fungus=14>. Spore Launchers tend to lurk
on the outskirts of a settlement, expelling bursts of corrosive spores that can 
destroy manmade or Progenitor improvements from a range of two squares away. These 
spores are also effective against units.
^
Spore Launchers can engage in $LINK<Psi Combat=15> when attacked,
in which weapon and armor strengths are ignored.
$LINK<Morale=11> level is quite important when attacking Spore Launchers.
^
With proper breeding and bonding techniques, Spore Launchers can
also be bred in captivity and controlled by skilled brood trainers.
These captive boils can be used as artillery to attack enemy units or terrain improvements.
Like any native unit, players can also release Spore Launchers into the wild, to harass and
disrupt an enemy.

#UNITDESC16
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet. 
Several different types of Ogres may be found, each with advanced equipment and 
powers. Unfortunately, the convoluted engineering of these units makes it impossible 
for them to be repaired even by Progenitor technicians; any damage taken is permanent.
^
The Battle Ogre Mk1 possesses a $LINK<Resonance Laser=60012>, $LINK<Resonance 3 Armor=70011>, and 
a $LINK<Fission Reactor=50001>. Its awesome size and fearsome appearance also help quell 
drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre.

#UNITDESC17
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet. 
Several different types of Ogres may be found, each with advanced equipment and 
powers. Unfortunately, the convoluted engineering of these units makes it impossible 
for them to be repaired even by Progenitor technicians; any damage taken is permanent.
^
The Battle Ogre Mk2 possesses a $LINK<Resonance Bolt=60013>,  
$LINK<Resonance 8 Armor=70013>, and a $LINK<Fusion Reactor=50002>. Its awesome size and fearsome appearance also 
help quell drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre. The 
Progenitors also built the Mk2 Ogre with the $LINK<Dissociative Wave=80025> special ability.

#UNITDESC18
{Battle Ogres} are rare, mechanical remnants of the first $LINK<Progenitor=47> era on Planet. 
Several different types of Ogres may be found, each with advanced equipment and 
powers. Unfortunately, the convoluted engineering of these units makes it impossible 
for them to be repaired even by Progenitor technicians; any damage taken is permanent.
^
The Battle Ogre Mk3 possesses a $LINK<String Disruptor=60014>, $LINK<Stasis Generator Armor=70008>,
and a $LINK<Quantum Chamber=50003>. Its awesome size and fearsome appearance also 
help quell drone activity, effectively doubling the $LINK<police=130005> powers of the Ogre. The 
Progenitors also built the Ogre with the $LINK<Dissociative Wave=80025> special ability.

#UNITDESC19
{Fungal Towers} act as a localized nervous system for $LINK<fungus=14> patches.
These Towers are massive, jumbled tangles of Mind Worms, fungus, and other strange native
life forms. Although the Towers cannot move or attack, they block movement through their
terrain and exert a $LINK<zone of control=34> that can impede units in the area. 
^
When attacked, the Fungal Towers can engage in $LINK<Psi Combat=15>,
in which weapon and armor strengths are ignored.
$LINK<Morale=11> level is quite important when attacking Fungal Towers. When attacked, Fungal
Towers receive a 50% bonus due to their ability to co-ordinate and direct native life forms in the area.
^
The size and power of Fungal Towers depends on the amount of fungus adjacent to the Tower.
Towers can also generate fungus in nearby empty squares.

#UNITDESC20
The U.C.F. Endeavor contained a few of these lasers, intended for rudimentary mining 
operations. One or two might have survived the Endeavor's descent onto the surface of Planet. 
In the first few years following Planetfall, these can be used as weapons in a pinch.

#WEAPONDESC12
The {Conventional Payload} weapons package can be used to create
conventional missiles. It can be used only with the $LINK<Missile=40008>
chassis.
^
Conventional missiles attack at the following strengths:
^
^Fission: {9}
^Fusion: {18}
^Quantum: {27}
^Singularity: {36}

#WEAPONDESC13
The {Resonance Bolt} functions both as a $LINK<Tachyon Bolt=60007> and a powerful 
disruptive force on local resonance fields. Its base attack factor is 12, and it 
receives a +25% bonus when engaging in a $LINK<psi attack=15>.

#WEAPONDESC14
Modded one
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack. 

#WEAPONDESC24
The {Tectonic Payload} weapons package can be used to create
Tectonic Missiles. It can be used only with the $LINK<Missile=40008>
chassis.
^
A Tectonic Missile detonation causes an earthquake that raises the target terrain by 1-4
level of altitude, depending on the $LINK<reactor=50001> type. A Fission reactor raises the terrain one level, 
a Singularity reactor up to four levels. Tectonic missiles are considered 
delivery platforms instead of combat units, and so may not target bases or units.

#WEAPONDESC25
The {Fungal Payload} weapons package can be used to create
Fungal Missiles. It can be used only with the $LINK<Missile=40008>
chassis.
^
A Fungal Missile detonation destroys any improvements in the square. Additionally, the
detonation covers 1-4 squares of terrain with fungus, depending on the $LINK<reactor=50001> type. A Fission
reactor covers one square, a Singularity reactor four squares. The detonation may also trigger
native life forms from dormant spores. Fungal Missiles are considered 
delivery platforms instead of combat units, and so may not target bases or units.

#ARMORDESC9
{Psi Defense} armor confers the same defensive ability possessed by native units 
such as $LINK<Mind Worms=30008>. A unit equipped with psi defense engages in $LINK<psi combat=15>
when attacked, in which weapon and armor strengths are ignored, and the attacker
is given a 3 to 2 advantage on land. $LINK<Morale=11> level is quite important when
attacking a unit equipped with psi defense.

#ARMORDESC10
{Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK<Plasma Steel 
armor=70002> (D3) and confers a 25% defense bonus against ground units with more
than one move ($LINK<Speeders=40001> and $LINK<Hovertanks=40002>).

#ARMORDESC11
{Resonance 3 armor} combines the physical protection of $LINK<Plasma Steel 
armor=70002> (D3) with a psi shield that confers a +25% defense bonus when 
attacked by units which employ $LINK<Psi Combat=15>, such 
as $LINK<Mind Worms=30008> and other alien creatures.

#ARMORDESC12
{Pulse 8 armor} is a combined-defense system that gives the benefit 
of $LINK<Neutronium Armor=70006> (D8) and confers a 25% defense bonus 
against ground units with more than one move ($LINK<Speeders=40001> 
and $LINK<Hovertanks=40002>).

#ARMORDESC13
{Resonance 8 armor} combines the physical protection 
of $LINK<Neutronium Armor=70006> (D8) with a psi shield that confers 
a +25% defense bonus when attacked by units which employ $LINK<Psi Combat=15>, 
such as $LINK<Mind Worms=30008> and other alien creatures.

#UNITDESC21
A {Sea Escape Pod} represents the manpower and resources necessary to
build a new {Seabase}.

#UNITDESC22
These small, lightweight {cruisers} were stored aboard the Galactic Colony Ship, ready
for use exploring a planet's seas.

#UNITDESC23
Diocletian Units are Alliance Small Infantry.

#UNITDESC24
The pinacle of underwater exploration and seapower, the {Seawolf} can
go a long ways towards offsetting an opponents superior surface navy.

#UNITDESC25
Invisible to its enemies, the {Constantine} is an ideal patrol ship or sabateur.

#UNITDESC26
The {Chopper Lift} owes its lineage to the helicopters of the late 20th century that 
were used to transport mobile infantry to and from battlegrounds.

#UNITDESC27
Possessing deep radar as well as air superiority the {Air Defense Chopper} is an ideal weapons
platform for dealing with native lifeforms as well as transgressing enemy aircraft.

#UNITDESC28
The Assault Chopper is an extremely effective close-combat weapons platform. Able to attack
several times per turn, this unit is very adept at attenuating an advancing enemies forces,
or eliminating enemy units in your armies paths.

#UNITDESC29
The queens of the ocean, the {Carrier} is the pride of any navy, and is an invaluable tool for
 projecting a Faction's dominance to every corner of Aldebaran.

#UNITDESC30
You will meet the Xeti in upcoming Scenarios

#UNITDESC31
You will meet the Xeti in upcoming Scenarios

#UNITDESC32
Great Worms are Huge Subterranean Fungal Worms. Discovered in mining operations beneath the planet's surface,
these worms, if controlled, are a great military asset. They find little barriers to movement and have a strong
psionic attack.

#UNITDESC33
Great Locusts are more powerful cousins of the Aldebaran Locust.

#UNITDESC34
Field Agents are used in scenarios as battle obervers. Graphics to follow. Think of them as newscasters
on the scene, or as representing your faction leader. 'Capture the Flag' with you as the flag...

#UNITDESC35
Galactic Megaformers are strongly defended superformers that are given to any Super AI faction upon landing

#UNITDESC36
Galactic MegaSeaformers are strongly defended super seaformers that are given to any aquatic 
Super AI faction upon landing

#UNITDESC37
{Claudius} shroud ships can infiltrate and subvert enemy coastal bases and units. They
 can also steal enemy research information, sabotage base facilities,
assassinate key enemy personnel, and conduct genetic warfare.
^
Move a {Claudius} up to an enemy base or unit to engage its powers.
^
Shrouds can also defend your bases against their enemy counterparts.
If a shroud is present in a square when an enemy shroud tries
to enter, a combat is resolved between them. The shroud with the
highest $LINK<morale=11> level, and/or reactor level, usually wins.
^
Shrouds often receive morale increases when they complete missions
successfully. The higher a shroud's morale level, the more likely
it is to survive increasingly more complex missions.

# ; This line must remain at end of file







