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Secret projects

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Secret projects are unique base facilities that provide major bonuses to the faction that controls them. Secret projects cannot be duplicated and once a faction completes it, other factions cannot elect to manufacture another or have to discontinue existing construction. Naturally, secret projects fall into enemy hands if the base they are located in is conquered, making them safest when constructed at heavily fortified bases deep within your own territory.

List of secret projects[edit | edit source]

Project Prerequisite Effect Minerals cost

+1 energy in every square at this base.

200

Two less Drones at every base if your society's economics are planned
One less Drone at every base if economics are simple or green
Economy increased by 50% at this base for free market economies.

300

One extra Talent at every base
Doubles your votes in elections for Planetary Governor and Supreme Leader.

500

+2 minerals at every base.

600

Drones never riot at your bases
All of your probe teams receive a +2 morale modifier.

600

Increases resources harvested from monolith and fungus squares depending on your overall PLANET rating, as follows:

  • 0 Planet: +1 Energy
  • +1 Planet: +1 Nutrient, +1 Energy
  • +2 Planet: +1 Nutrient, +1 Energy, +1 Mineral
  • +3 Planet: +1 Nutrient, +2 Energy, +1 Mineral
500

Free Energy Bank in every base
Stockpile Energy produces 25% higher returns.

300

Counts as a Command Center at every one of your bases.

200

Counts as a Perimeter Defense at every base.

300

Increases the movement rate of all non-native naval units by two, and counts as a Naval Yard at every one of your bases.

300

Renders your units and bases completely immune to probe team infiltration, unless the team is equipped with the Algorithmic Enhancement special ability.

300

Counts as a Bioenhancement Center at every base.

400

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

400

Decreases minerals required to support military units: +2 support on Social Engineering table.

400

Free Aerospace Complex in every base.

300

One extra Talent at every base.

200

In addition to their normal effect, Network Nodes count as Hologram Theatres at each of your bases: reduce number of Drones by two and increase psych output of base by 50%.

300

You automatically discover any technology discovered by any three other factions.

300

Research output at this base is doubled.

300

Labs output doubled at this base.

400

Two free tech advances on completion
Any number of Alien Artifacts can be cashed at this base.

400

+1 research at this base for every point of Commerce this base receives, and +1 research for every Network Node in existence on Alpha Centauri, regardless of the player owning the Network Node
Eliminates the negative effects of Cybernetic Society.

400

Energy maintenance cost for facilities is halved at all of your bases
If use of police is allowed under the current social model, all of your bases are considered to have an extra police unit.

500

Doubles economy energy reserve production at this base, and doubles minerals production rate at all of your bases when producing Orbital improvements
Your units equipped with drop pods may now make Orbital Insertions anywhere on the Planet
All Aerospace Complex restrictions on Orbital improvements are waived.

500

Counts as a Quantum Converter at every base, and reduces the ecological effects of mineral production.

600

Begins the Ascent to Transcendence sequence
Any faction can now begin the Ascent to Transcendence
Any alien lifeforms you breed gain a +1 lifecycle bonus.

600

Completes the Transcendence sequence and ends the Human Era
The Ascent cannot be started until the Voice of Planet is operational.

2000

Increases terraforming speed by 50% for all tasks except for Remove Fungus
Your formers may build Condensers and Boreholes, and may raise/lower terrain, even if you have not yet discovered the appropriate technologies.

200

Allows you to contact any leader, and gives you an infiltrator in every faction
You get +50% votes in elections for Planetary Governor and Supreme Leader.

200

Any new bases you found begin at population level 3
One less drone at all bases of population level 3 and under.

300

All Xenofungus squares are treated as roads, and the rate at which your Formers remove and/or plant fungus is doubled
Any alien lifeforms you breed gain a +1 lifecycle bonus.

300

+50% to PSI Defense.

300

Increases the population limit of your bases by two, and increases your society's tolerance for use of police and military units (+1 police).

300

Reduces effect of industry on Planet's ecology at all of your bases
Additionally, the Fungus confers on all of your units the same combat benefits normally reserved for alien lifeforms
Any alien lifeforms you breed gain a +1 lifecycle bonus.

400

+50% to PSI Attack.

400

All of your bases enter a permanent state of Population Boom and will grow every turn provided nutrients output is sufficient and Hab facilities are adequate
The negative effects of the Power and Thought Control social engineering choices are eliminated.

500

+1 morale to all Probe Teams built
-25% cost of probe team actions
All Probe teams with a Fusion Reactor or higher have equivalent of Algorithmic Enhancement.

400