;
;  Help
;

#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 xenoflora squares.
^Xenoflora movement restrictions eased.
^Roads can be built in xenoflora 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 Probe Team base morale.
^Increases COMMERCE income from Treaties and Pacts.
^Entire planetary map is revealed.
^Genetic Warfare atrocity can be commited by probe teams.
^Increases ENERGY production in xenofloral squares.
^Increases MINERALS production in xenofloral squares.
^Increases NUTRIENT production in xenofloral squares.
^Units w/ drop pods may make orbital 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<probe teams=30006> may not attempt mind control here.

#; Children's Creche
#HELPFAC2
Base receives +2 on $LINK<GROWTH=130006> scale and +1 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 Dome
#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<Progenitor Library Nodules=30007>.

#; Xeno-Biology Lab
#HELPFAC9
$LINK<+2 labs=45> per turn.
Any alien units you build at this base gain a $LINK<morale=11> bonus.

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

#; Hologram Theatre
#HELPFAC11
Reduces number of $LINK<Drones=36> by two, and increases
$LINK<PSYCH=38> output of base by 50%.

#; Paradise Dome
#HELPFAC12
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.), which as a side
effect makes it more difficult for the Sentinel nannites to detect your cities.

#; 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, which as a side effect makes it more difficult for the 
Sentinel nannites to detect your cities. Cumulative with Tree Farm.

#; Fusion lab
#HELPFAC15
Increases $LINK<ECONOMY=44> at base by 50% and
$LINK<LABS=45> at base by 50%.

#; Quantum lab
#HELPFAC16
Increases $LINK<ECONOMY=44> at base by 50% and
$LINK<LABS=45> at base by 50%. Cumulative
with $LINK<Fusion 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.

#; Nanohospital
#HELPFAC18
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 nannite attacks.
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.

#; Genejack Factory
#HELPFAC22
Increases $LINK<MINERALS=42> output at base by 50%, but also increases
the number of $LINK<Drones=36> at base by one and increases vulnerability
to enemy mind control. Cumulative with all other
facilities of this type.

#; 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.

#; Hab Complex
#HELPFAC24
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<Hab Complex=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.

#; Naval Base
#HELPFAC28
Repairs damaged naval units quickly. Naval units built here
receive two $LINK<morale=11> upgrades.

#; Aerospace Complex
#HELPFAC29
Repairs damaged air units quickly. Air units built here receive
two $LINK<morale=11> upgrades. Base must have an Aerospace complex before
it can produce space-based improvements.

#; Bioenhancement center
#HELPFAC30
All military units built here receive two $LINK<morale=11> upgrades.
Any alien units built here gain a $LINK<morale=11> bonus.

#; Psionic Damper
#HELPFAC31
Reduces the Sentinel nannites' abilities to detect your bases.
Any alien units built at this base gain a $LINK<morale=11> bonus.

#; Psionic Shield
#HELPFAC32
Reduces significantly the ability for the Sentinel nannites to detect your bases.
Any alien units built at this base gain a $LINK<morale=11> bonus.
Cumulative with $LINK<Psionic Damper=100031>.

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

#; Sky Hydroponics
#HELPFAC65
Each Sky Hydroponics Lab increases the $LINK<NUTRIENT output=41> of
every base by +1. Can only be produced by bases with $LINK<Aerospace
Complexes=100029>.
Nutrient increase is halved for bases without Aerospace Complexes, and
cannot in any event exceed the size of the base.

#; Asteroid Mining Station
#HELPFAC66
Each Asteroid Mining Station increases the $LINK<MINERALS output=42>
of every base by +1. Can only be produced by bases with $LINK<Aerospace
Complexes=100029>.
Minerals bonus is halved for bases without Aerospace Complexes, and
cannot in any event exceed the size of the base.

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

#; Orbital Defense Pod
#HELPFAC68
Each undeployed Orbital Defense Pod has a 50% chance to prevent a
$LINK<Planet Buster=60016>, $LINK<flora=60025>, or $LINK<Tectonic=60024> 
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.

#; 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).


#; Human Genome Project
#HELPPROJ0
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 Weather Paradigm
#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 Merchant Exchange
#HELPPROJ3
$LINK<+1 energy=43> in every square at this base.

#; The Empath 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 Citizens' Defense Force
#HELPPROJ5
Counts as a $LINK<Perimeter Defense=100004> at every base.

#; The Virtual World
#HELPPROJ6
In addition to their normal effect, $LINK<Network Nodes=100008> count as
$LINK<Hologram Theatres=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 Planetary Transit System
#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 Xenoempathy Dome
#HELPPROJ8
All $LINK<Xenoflora=14> squares are treated as $LINK<roads=90005>, and the
rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
$LINK<plant flora=90011> is doubled.
Any alien units you manufacture gain a $LINK<morale=11> bonus.

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

#; The Maritime Control Center
#HELPPROJ10
Increases the movement rate of all non-native naval units by two, and
counts as a $LINK<Naval Yard=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 Supercollider
#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<planned=120008>.
One less Drone at every base if economics are $LINK<simple=120006>
or $LINK<green=120009>.
$LINK<ECONOMY=44> increased by 50% at this base for
$LINK<free market=120007> economies.

#; The Hunter-Seeker Algorithm
#HELPPROJ15
Renders your units and bases completely immune to $LINK<probe team=30006>
infiltration, unless the team is equipped with 
the $LINK<Algorithmic Enhancement=80028> special ability.

#; The Pholus Mutagen
#HELPPROJ16
Reduces effect of industry on this world's ecology at all of your bases, thus
making it more difficult for the Sentinel nannites to detect your bases.
Additionally, the $LINK<xenoflora=14> confer on all of your units the same combat
benefits normally reserved for alien units.
Any alien units you build gain a $LINK<morale=11> bonus.

#; The Cyborg Factory
#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>.

#; Universal Translator
#HELPPROJ20
Two free $LINK<tech advances=140062> on completion. Any number of
$LINK<Alien Artifacts=30007> can be cashed at this base.

#; The Network Backbone
#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 Alpha Centauri, regardless of the player owning the
Network Node.  Eliminates the negative effects of $LINK<Cybernetic
Society=120017>.

#; The Nano Factory
#HELPPROJ22
Based directly on Sentinel nannite technology, this enables units to be 
repaired quickly and completely even when not in base squares. Additionally
 the cost to upgrade units is reduced by 50%.

#; The Living Refinery
#HELPPROJ23
Based directly on Sentinel nannite technology, 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<Power=120012> and $LINK<Thought
Control=120019> social engineering choices are eliminated.

#; The Self-Aware Colony
#HELPPROJ25
Based directly on Sentinel nannite technology, 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 Space Elevator
#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 Orbital improvements. Your units equipped with
$LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet.
All $LINK<Aerospace Complex=100029> restrictions on Orbital 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 Bulk Matter Transmitter
#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<probe teams=30006> receive a $LINK<+2 morale=11> modifier.

#; The Voice of Planet
#HELPPROJ31
Begins the $LINK<Ascent to Transcendence=110102> sequence. Any faction can now
begin the Ascent to Transcendence.
Any alien units you build gain a $LINK<morale=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=110101> is
operational.

#;POLITICS
#HELPSOC0
The "Politics" social category allows you to choose your basic
political system.
^
^$LINK<Frontier=120001>
^$LINK<Police State=120002>
^$LINK<Democratic=120003>
^$LINK<Fundamentalist=120004>

#;Frontier
#HELPSOC00
Frontier politics represent the informal governing arrangements made
in early colonies, before populations reach levels requiring more
advanced forms of government. Frontier politics provides no bonuses
or penalties.
^
^Prerequisite: NONE

#;Police State
#HELPSOC01
Police States use oppression to keep their citizens in line, and allow
their leaders great power over military decisions. But oppression of
this type also decreases economic efficiency.
^
+2 POLICE
+2 SUPPORT
-2 EFFICIENCY
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Democratic
#HELPSOC02
Democracies allow citizens to participate in government, and forego
oppression and the stability it confers in favor of growth and efficiency.
But citizens remain suspicious of large military deployments, and civilian
oversight creates large military bureaucracies, so military support
costs increase.
^
+2 EFFICIENCY
+2 GROWTH
-2 SUPPORT
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Fundamentalist
#HELPSOC03
Fundamentalist politics unite a society behind a strong, dogmatic
religion. Evangelizing the populace can create loyal, even fanatical
military forces, and tends to immunize citizens against (other forms
of) brainwashing, but technological research tends to suffer under the
continual assaults on intellectual integrity associated with such
regimes.
^
+1 MORALE
+2 PROBE
-2 RESEARCH
^
^Prerequisite: $LINK<$STR0=$NUM0>


#;ECONOMICS
#HELPSOC1
The "Economics" social category allows you to control the way your
economy is managed.
^
^$LINK<Simple=120006>
^$LINK<Free Market=120007>
^$LINK<Planned=120008>
^$LINK<Green=120009>

#;Simple
#HELPSOC10
Simple 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. Simple Economics provides no special
benefits or penalties.
^
^Prerequisite: NONE

#;Free Market
#HELPSOC11
Free Market 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.
^
+2 ECONOMY
-3 PLANET
-5 POLICE
^
^Prerequisite: $LINK<$STR0=$NUM0>

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

#;Green
#HELPSOC13
Green Economics strive to integrate sentient progress with the needs
of the biosphere. Green economies use resources efficiently and
tend to avoid the excesses of industrial development, which are more 
likely to be detected by the Sentinel nannites. However, population growth
 necessarily suffers for lack of space.
^
+2 PLANET
+2 EFFICIENCY
-2 GROWTH
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;VALUES
#HELPSOC2
The "Values" social category allows you to set major priorities for
your society.
^
^$LINK<Survival=120011>
^$LINK<Power=120012>
^$LINK<Knowledge=120013>
^$LINK<Wealth=120014>

#;Survival
#HELPSOC20
Survival is of course the all-encompassing first priority of early
human or $LINK<Progenitor=47> space colonies. "Survival" as a priority provides no
special bonuses or penalties.
^
^Prerequisite: NONE

#;Power
#HELPSOC21
Leaders seeking Power build strong, well-paid military forces to
enforce their will. But Economic and industrial infrastructure may
suffer from bloated "defense" budgets.
^
+2 MORALE
+2 SUPPORT
-2 INDUSTRY
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Knowledge
#HELPSOC22
Leaders seeking Knowledge 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 RESEARCH
+1 EFFICIENCY
-2 PROBE
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Wealth
#HELPSOC23
Leaders seeking Wealth will concentrate on building economic and
industrial infrastructure rapidly. They achieve rapid growth and
development, with possible side effects being decadence, moral
decay, and the increased likelihood of being detected by the 
Sentinel nannites.
^
+1 INDUSTRY
+1 ECONOMY
-2 MORALE
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;FUTURE SOCIETY
#HELPSOC3
Future Societies show speculatively how society may evolve
in the far future.
^
^$LINK<None=120016>
^$LINK<Cybernetic=120017>
^$LINK<Eudaimonic=120018>
^$LINK<Thought Control=120019>

#;None
#HELPSOC30
"None", or no Future Society, simply means that your society has not
yet evolved to a far future society. No bonuses or penalties apply.
^
^Prerequisite: NONE

#;Cybernetic
#HELPSOC31
In the far future, citizens may turn many of the tasks of governing
society over to artificially intelligent computers, increasing
efficiency and freeing individuals for more creative tasks. But will
workers displaced by computers sink into despair, poverty, and
possible unrest?
^
+2 EFFICIENCY
+2 PLANET
+2 RESEARCH
-3 POLICE
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Eudiamonic
#HELPSOC32
Perhaps the most pleasant to contemplate living in, this far future
society takes its name from an ancient Greek word for fulfillment
and happiness. Eudaimonic society encourages each citizen to achieve
happiness through striving to fulfill completely his or her potential.
Population, Economy, and Industry all experience healthy growth.
Violence fades as society grows more tolerant and just, and even when
this society's hand is forced it often shoots to subdue rather than
to destroy.
^
+2 GROWTH
+2 ECONOMY
+2 INDUSTRY
-2 MORALE
^
^Prerequisite: $LINK<$STR0=$NUM0>

#;Thought Control
#HELPSOC33
The ultimate in "Big Brother" methods, Thought Control effuses
subtle neurochemical triggers into the atmosphere to render its
population obedient, loyal, and resistant to outside ideas.
But significant resources are required to maintain this level
of control.
^
+2 POLICE
+2 MORALE
+2 PROBE
-3 SUPPORT
^
^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!!
^ 4, +1 energy/sq; +2 energy/base; +2 commerce!!!
^ 5, +1 energy/sq; +4 energy/base; +3 commerce!!!!

#;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 territory
^-4, Extra drone for each military unit away from territory
^-3, Extra drone if more than one military unit away from territory
^-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, NEAR-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 higher score indicates alien units will become disoriented in the proximity of
your units, and are more easily captured, instead of being destroyed.
^
^-3, Wanton ecological disruption; -3 xenoflora production
^-2, Rampant ecological disruption; -2 xenoflora production
^-1, Increased ecological disruption; -1 xenoflora production
^ 0, Normal ecological tension
^ 1, Ecological safeguards!; Can capture alien units
^ 2, Ecological harmony!; Increased chance of alien unit capture!
^ 3, Ecological wisdom!!; Maximum chance of alien unit capture!!

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


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

#HELPTERRASEA1
no

#;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 $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
no

#;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
no

#;FUNGUS
#HELPTERRALAND10
Allows $LINK<xenoflora=14> to be removed from a square.

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

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

#HELPTERRASEA11
Using xenoagricultural techniques, $LINK<xenoflora=14> can be cultivated.
^
Production in xenoflora 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
An {Echelon Mirror} 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 Echelon
Mirrors.
^
Echelon Mirrors 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
This is a CMN unit designed specifically to expedite early terraforming
for both human and AI players.

#UNITDESC2
A {Scout Patrol} can be used to explore the unknown regions of the planet.
It can also be used to guard bases from attack by enemies and
$LINK<Sentinel Furies=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 the seas and lakes of this world. Sea Formers can plant $LINK<Kelp Farms=90020>, build
$LINK<Mining Platforms=90022>, and construct $LINK<Tidal Harnesses=90023>.

#UNITDESC5
{Mobile Artillery} are good units for early defensive and offensive fire support. Because of the lower
gravity on this world, ballistic rounds travel farther, thus making artillery an ideal long range seige weapon.

#UNITDESC6
{Probe Teams} 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 probe team up to an enemy base or unit to engage its powers.
^
Probe teams can also defend your bases against their enemy counterparts.
If a probe team is present in a square when an enemy probe team tries
to enter, a combat is resolved between them. The probe team with the
highest $LINK<morale=11> level usually wins.
^
Probe teams often receive morale increases when they complete missions
successfully. The higher a probe team's morale level, the more likely
it is to survive increasingly more complex missions.

#UNITDESC7
Several different varieties of {Artifacts} have been discovered on various worlds
Man has visited, leading to the conclusion that there are (or were) several starfaring
species besides the Progenitors who have roamed the galaxy.
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
Heavily camouflaged and highly adept at fighting in its native terrain of the xenoflora, 
{Sentinel Fury Mk1} can appear suddenly, and is closely associated with
$LINK<xenoflora=14>.
^
These Attack units engage in $LINK<Nannite warfare Combat=15>,
in which weapon and armor strengths are ignored, and the attacker
is given a 3 to 2 advantage on land. Because it takes a brave soldier to stand steady in
the face of being torn apart molecule by molecule, then the $LINK<Morale=11> level 
is quite important in defending against a nannite attack.
^

#UNITDESC9
Heavily camouflaged and highly adept at fighting in its native terrain of the xenoflora, 
{Sentinel Fury Mk2} can appear suddenly, and is closely associated with
$LINK<xenoflora=14>.
^
These Attack units engage in $LINK<Nannite warfare Combat=15>,
in which weapon and armor strengths are ignored, and the attacker
is given a 3 to 2 advantage on land. Because it takes a brave soldier to stand steady in
the face of being torn apart molecule by molecule, then the $LINK<Morale=11> level 
is quite important in defending against a nannite attack.

#UNITDESC10
{Nannite Swarm}: closely resembling the biblical plague of locusts, these fearsome avatars usually only appear in instances
where the ecological damage has assumed monumental proportions. Nannite Swarms are capable of destroying terrain
improvements, overunning garrison units, and laying waste to whole cities. 

#UNITDESC11
The {Sentinel Rover Mk1] seems to be a form of scout unit for the Sentinels. It appears to be designed specifically for
exploring regions outside of the xenoflora.

#UNITDESC12
Found on several worlds where Sentinels have been encountered, {Sentinel Scout Choppers} seems to have been used primarily as a
close air support/ reconnasance unit.

#UNITDESC13
 {Marine Scout Units} appeared to be the Sentinels attempt at exploring the fringes of oceans and lakes.

#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} can be used to create effective sea transports and
sea patrols. Foil transports are slower than other types of foils, so they
have one less movement point per turn.

#CHASSISDESC4
With sufficient industrial infrastructure, large {Cruiser} units
can be produced. These larger vessels make formidable naval units
as well as the most efficient transports.

#CHASSISDESC5
{Needlejets}, the signature aircraft of the 23rd century, appear in
the skies once your growing industries begin producing
high grade jet fuel in sufficient quantities. Powerful, but limited
in range, Needlejets can be used to defend the skies, project air power,
and explore surrounding terrain.
^
Needlejets 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.

#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=60023>, 
$LINK<fungal payloads=60025>, $LINK<tectonic payloads=60024> or spectacular quasi-nuclear 
$LINK<Planet Busters=60016>. 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.

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

#WEAPONDESC2
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC3
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC4
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC5
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC6
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC7
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC8
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC9
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

#WEAPONDESC10
A unit's {weapon} strength determines its combat strength it attacks.
The more powerful the weapon the stronger the attack.

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

#WEAPONDESC15
The {Psi Attack} weapon allows a conventional unit to make Psionic
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 the future'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, the 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.
^
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 {Probe Team} module can be used to create custom probe teams.
Such units function much as regular $LINK<Probe Teams=30006>.
^
Probe Teams 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 probe team up to an enemy base or unit to engage its powers.
^
Probe teams can also defend your bases against their enemy counterparts.
If a probe team is present in a square when an enemy probe team tries
to enter, a combat is resolved between them. The probe team with the
highest $LINK<morale=11> level usually wins.
^
Probe teams often receive morale increases when they complete missions
successfully. The higher a probe team's morale level, the more likely
it is to survive increasingly more complex missions.

#WEAPONDESC23
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}

#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 {Cloaking Device} allows a unit to avoid detection by enemy units
unless they actually attempt to enter the same square. Cloaked units
may also ignore enemy $LINK<Zones of Control=34>--they may move freely between
squares adjacent to enemy units.

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

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

#ABILDESC5
The {Air Superiority} ability equips a unit with the missiles necessary
to attack Needlejets 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
A {Deep Pressure Hull} 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 {Nannite Accelerant} system employs an algorhythmic enhancement to accelerate
the nannites ability to multiply on a designated host, thus consuming it more
quickly.

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

#ABILDESC14
The {High Morale} 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 {Blink Displacer} ability allows a unit to ignore all base
defenses ($LINK<Perimeter Defense=100004>, $LINK<Tachyon Field=100005>)
when attacking.

#ABILDESC18
Retro-engineered from captured Sentinel units, the {Nannite Shield} is an additional layer of 
armor designed specificallyto combat nannite attacks, with the equipped units receiving a +50% 
defense bonus when attacked by units equipped with nannite disintigrators.

#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
{Non-Lethal Methods} allow a unit to 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 probe team
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<Probe Team=30006> units built here receive two $LINK<morale=11> upgrades. Base 
also receives a +2 $LINK<PROBE=130008> rating.

#; Xenoflora Training Center
#HELPFAC35
+1 $LINK<+1 morale=11> bonus to Sentinel 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 $LINK<Orbital Defense Pods=100068>, the system can shoot down
a non-conventional missile ($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<Orbital Defense Pods=100068> or $LINK<Probe Teams=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<Probe Teams=30006> built. -25% cost of probe team 
actions. All Probe teams with a $LINK<Fusion Reactor=50002> or higher have equivalent 
of $LINK<Algorithmic Enhancement=80028>.

#; The Cloudbase Academy
#HELPPROJ35
Free $LINK<Aerospace Complex=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<Probe Teams=30006> equipped with {Algorithmic Enhancement} perform covert operations 
with greater chances of success. Enhanced Probe Teams 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
Possibly retro-engineered from Progenitor rover chassis captured millenia ago, the {Sentinel Artillery Mk1}
 can appear singly or in the company of $LINK<Sentinel Furies=30008>, 
and are closely associated with $LINK<xenoflora=14>. Sentinel Artillery Units tend to lurk
on the outskirts of a settlement, using a projected nannite attack to destroy targeted improvements
and units. When attacked, Sentinel Artillery units have the ability to disengage.
^
$LINK<Morale=11> level is quite important when attacking Sentinel Artillery Units.
^

#UNITDESC15
Possibly retro-engineered from Progenitor rover chassis captured millenia ago, {Sentinel Artillery Mk2}
 can appear singly or in the company of $LINK<Sentinel Furies=30008>, 
and are closely associated with $LINK<xenoflora=14>. Sentinel Artillery Units tend to lurk
on the outskirts of a settlement, using a projected nannite attack to destroy targeted improvements
and units.When attacked, Sentinel Artillery units have the ability to disengage.
^
$LINK<Morale=11> level is quite important when attacking Sentinel Artillery Units.
^

#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
Taking its name from its infamous 20th Century counterpart, the {Scud Missile} is
armed with a chemical agent warhead.

#UNITDESC19
{Sentinel City}: constructed by pre-programmed nannite assemblers, these cities are  
capable of building nannite terraformers to plant more xenoflora, as well as construct the 
more aggressive Fury and Sentinel Artillery series of units.

#UNITDESC20
{Mining Laser}: incorporating a crude laser, this unit has only been improved slightly over the
years by mounting the laser onto a more mobile chassis.  

#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. 

#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 {Xenoflora Payload} weapons package can be used to create
xenoflora Missiles. It can be used only with the $LINK<Missile=40008>
chassis.
^
A xenoflora Missile detonation tears open a brief interdimensional hole, replacing any improvements in a square
with whatever terrain exists in the alternate dimension. Additionally, the
detonation replaces 1-4 squares of terrain with xenoflora, depending on the $LINK<reactor=50001> type. A Fission
reactor replaces one square, a Singularity reactor four squares. The detonation may also trigger
the appearance of any alien units caught in the interdimensional rift. Xenoflora Missiles are considered 
delivery platforms instead of combat units, and so may not target bases or units.

#ARMORDESC9
{Nannite shielding} is an additional layer of armor which confers the same defensive ability possessed by Sentinel units 
such as $LINK<Sentinel Furies=30008>. A unit equipped with nannite 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 psionic shield that confers a +25% defense bonus when 
attacked by units which employ $LINK<Psi Combat=15>, such 
as $LINK<Sentinel Furies=30008> and other alien units.

#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<Sentinel Furies=30008> and other alien units.

#UNITDESC21
The {Escape Pod} allows a faction leader and his entourage to escape once his Command Base
has been overun.

#UNITDESC22
{Marine Scout Units} appeared to be the Sentinels attempt at exploring the fringes of oceans and lakes. 

#UNITDESC23
The {SP-88} takes its name from its 20th century  counterpart. Built on a rover chassis, this highly mobile
unit is ideal for engaging both ground and air targets.

#UNITDESC24
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>.

#UNITDESC25
This is a CMN desgned unit to expedite early colonization of a world.

#UNITDESC26
The {Drop COmmando Mk1} is the first generation infantry unit employing Drop Pods. This is an
ideal special forces type unit which can easilt be infiltrated behind enemy lines
to harass rear echelon, destroy improvements, and attack poorly defended bases.

#UNITDESC27
The {Drop COmmando Mk2} is the second generation infantry unit employing Drop Pods. This is an
ideal special forces type unit which can easilt be infiltrated behind enemy lines
to harass rear echelon, destroy improvements, and attack poorly defended bases.

#UNITDESC28
The {Attack Grasvship Mk1} is the first generation unit employing the gravship chassis. These units
are extremely mobile, and therefore typically are used as the spearhead of an assault, or as
a quick reaction force held in reserve.

#UNITDESC29
The {Attack Grasvship Mk2} is the second generation unit employing the gravship chassis. These units
are extremely mobile, and therefore typically are used as the spearhead of an assault, or as
a quick reaction force held in reserve.

#UNITDESC30
The {Armored Probe} are the second generation units of a spy's arsenel! Able to traverse a significant distance
in a single turn and still engage enemy units, armored Probe Teams can also resist hostile action 
with their 3-Res armor. 

Move a probe team up to an enemy base or unit to engage its powers.
^
Probe teams can also defend your bases against their enemy counterparts.
If a probe team is present in a square when an enemy probe team tries
to enter, a combat is resolved between them. The probe team with the
highest $LINK<morale=11> level usually wins.
^
Probe teams often receive morale increases when they complete missions
successfully. The higher a probe team's morale level, the more likely
it is to survive increasingly more complex missions.

#UNITDESC31
{Probe Bugs} are the epitome of a spy's arsenel! Able to traverse a significant distance
in a single turn and still engage enemy units, Hovertank-based Probe Teams can easily infiltrate
enemy installations and units without ever being detected.

Move a probe team up to an enemy base or unit to engage its powers.
^
Probe teams can also defend your bases against their enemy counterparts.
If a probe team is present in a square when an enemy probe team tries
to enter, a combat is resolved between them. The probe team with the
highest $LINK<morale=11> level usually wins.
^
Probe teams often receive morale increases when they complete missions
successfully. The higher a probe team's morale level, the more likely
it is to survive increasingly more complex missions.

#UNITDESC32
{Stealth Probes} are the epitome of a spy's arsenel! Able to traverse a significant distance
in a single turn and still engage enemy units, Hovertank-based Probe Teams can easily infiltrate
enemy installations and units without ever being detected.

Move a probe team up to an enemy base or unit to engage its powers.
^
Probe teams can also defend your bases against their enemy counterparts.
If a probe team is present in a square when an enemy probe team tries
to enter, a combat is resolved between them. The probe team with the
highest $LINK<morale=11> level usually wins.
^
Probe teams often receive morale increases when they complete missions
successfully. The higher a probe team's morale level, the more likely
it is to survive increasingly more complex missions.

#UNITDESC33
{Probability Police}: a multi-purpose garrison design, these units are responsible for policing a
city. They also incorporate under their umbrella of responsibilities the active air defense capabilities
of a city as well.

#UNITDESC34
{Synth Police}: the initial design of a Police Garrison, this unit also encompasses an artillery unit for defensive purposes.

#UNITDESC35
{Disintigrator Rover} designed primarily as an anti-nannite weapons platform, this mobile unit can
also be found on the frontlines in many disputes.

#UNITDESC36
{Chaos Battletank Mk1}: the initial hovertank design, these units offer added mobility
to a modern battlefield commander.

#UNITDESC37
{Shard Battletank Mk2}: the pinacle of the hovertank unit design, hovertanks offer
significant flexibilty and dynamiscism to the future battlefield commander.

#UNITDESC38
Based on the observation that resonance-based weaponry performed better against Sentinel units, the
{Resonance Artillery} unit was developed. This unit provides an adequate counter-battery fire against
Sentinel Artillery, and can also be found in supporting roles during border disputes with other 
factions.

# ; This line must remain at end of file





