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Base facilities

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Base facilities are essential improvements that keep your base running and improve its production output, ability to train troops, and more.

List of base facilities[edit | edit source]

Project Prerequisite Effect Minerals cost Upkeep cost

Administrative center of your colony
+1 Energy
No inefficiency
Enemy probe teams may not attempt mind control here.

50 0

Increases nutrient, minerals, and energy output of base square.

40 0

Reduces number of Drones in colony by two.

40 1

Increases Economy at base by 50%.

80 1

Reduces number of Drones by two, and increases psych output of base by 50%.

60 3

Two extra Talents at this base.

120 4

Increases psych output at base by 50% and economy at base by 50%
Increases nutrient output in forest squares
Eliminates at least half the ecological damage caused by terraforming (farms, mines, roads, etc.)

120 3

Increases nutrient and energy output of forest squares
Increases psych at base by 50% and economy at base by 50%, and, combined with Tree Farm, eliminates the ecological damage caused by terraforming
Cumulative with Tree Farm.

240 4

Increases minerals output at base by 50%
Cumulative with all other facilities of this type.

200 4

Increases minerals output at base by 50%
Cumulative with all other facilities of this type.

320 6

Increases minerals output at base by 50%
Cumulative with all other facilities of this type.

200 5

Increases minerals output at base by 50%, but also increases the number of drones at base by one and increases vulnerability to enemy mind control
Cumulative with all other facilities of this type.

100 2

Eliminates both drones and talents at this base, and decreases vulnerability to enemy mind control, but reduces labs output by 1/2.

100 2

Each Nessus Mining Station increases The minerals output of every base by +1
can only be produced by bases with aerospace complexes
Minerals bonus is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base.

120 0

All minerals produced at base are immediately converted to economy energy reserves (each 2 minerals makes 1 energy).

0 0

+1 lifecycle bonus to native units built here
-25% cost of alien units
Negative lifecycle effects cancelled in base square
Base also receives a +2 police rating.

80 2

All Kelp Farms worked by base generate one extra nutrient.

80 1

All Tidal Harnesses worked by base generate one extra energy.

80 0

Increases defense multiplier of base by one
This effectively doubles defense strength (or triples it when combined with a Tachyon Field).

50 0

Increases defense multiplier of base by one
This is cumulative with Perimeter Defense, for a net tripling of defense strength at base.

120 2

Eliminates additional cost to prototype new units at this base.

60 1

Repairs damaged ground units quickly
Ground units built here receive two morale upgrades.

40 1

Repairs damaged naval units quickly
Naval units built here receive two morale upgrades.

80 2

Repairs damaged air units quickly
Air units built here receive two morale upgrades
Base must have an Aerospace complex before it can produce space-based improvements.

80 2

All military units built here receive two morale upgrades
Any alien lifeforms you breed at this base gain a +1 lifecycle bonus.

100 2

Units can teleport between bases containing Psi Gates.

100 2

Each undeployed Orbital Defense Pod has a 50% chance to prevent a Planet Buster, Fungal, or Tectonic 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.

120 0

Probe Team units built here receive two morale upgrades
Base also receives a +2 probe rating.

100 2

This is the main component of the Resonance Communicator used by Progenitor 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 Progenitor Victory.

600 5

Increases labs at base by 50%
Base can study alien artifacts.

80 1

Increases economy at base by 50% and labs at base by 50%.

120 3

Increases economy at base by 50% and labs at base by 50%
Cumulative with Fusion Lab.

240 4

Increases psych at base by 25% and labs at base by 50% and reduces number of drones by one
Reduces population loss caused by genetic warfare and other disease outbreaks.

120 3

Increases psych at base by 25% and labs at base by 50% and reduces number of drones by one
Reduces population loss caused by genetic warfare and other disease outbreaks
Cumulative with Research Hospital.

240 4

Each Orbital Power Transmitter increases the energy output of every base by +1
Can only be produced by bases with Aerospace Complexes
Energy bonus is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base.

120 0

All Mining Platforms worked by base generate one extra mineral.

120 4

Base receives +2 on growth scale and +1 on efficiency scale
All Negative morale effects are cancelled for units in base square; instead such units receive a +1 morale modifier
Reduces base's vulnerability to enemy mind control.

50 1

+2 labs per turn
Any alien lifeforms you breed at this base gain a +1 lifecycle bonus.

60 1

Allows population of base to grow beyond size 7.

80 2

Allows population of base to grow beyond size 14
Base must already have Hab Complex.

160 4

Allows base to survive submersion
Also counts as Recycling Tanks for this base.

80 0

Reduces effect of industry on Planet's ecology
Any alien lifeforms you breed at this base gain a +1 lifecycle bonus.

100 2

Reduces effect of industry on Planet's ecology
Any alien lifeforms you breed at this base gain a +1 lifecycle bonus
Cumulative with Centauri Preserve.

200 3

Each Sky Hydroponics Lab increases the nutrients output of every base by +1
Can only be produced by bases with Aerospace Complexes
Nutrient increase is halved for bases without Aerospace Complexes, and cannot in any event exceed the size of the base.

120 0

+50% defense against conventional missiles for any units up to two squares away
Also, if you have no Orbital Defense Pods, the system can shoot down a non-conventional missile (Planet Busters, Tectonic Missiles, and Fungal Missiles) 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.

120 2

This base's sighting radius increases to three squares
The pod also acts as a sensor array, conferring a +25% defensive bonus
Geosynchronous Pods may be destroyed by Orbital Defense Pods or Probe Teams.

160 4