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Used - Softcover Condition: As New. Condition: As New. Pages are clean and are not marred by notes or folds of any kind. Spine may show signs of wear. After you select a faction, you get a window that allows you to change the name and gender of your faction leader for example, Norma of the Cheeseheads , if you wish, after which the game begins. See Factions , facing page, for information about the seven factions themselves.
The human factions of Planet are not divided by race, language or place of ancestral origin. Instead, each faction is guided by the vision of its leader. By comparing the strengths of your faction to the parameters of. The Gaians are determined not to repeat the environmental mistakes of old Earth. They seek to live at peace with Planet. They start out with the Centauri Ecology technology and advanced abilities to interact with the native life, including the ability to move freely through xenofungus squares and gather extra nutrients from fungus.
Their empathy with Planet gives them the ability to place ravaging wild mind worms directly under their control. Their experience with recycling systems makes their bases more efficient, but their pacifist leanings undermine the.
The good of the individual is totally subordinate to the state. They are isolationist, and militaristic. The Hive begins with the Doctrine: Loyalty technology.
Their bases are built underground, giving them the equivalent of a pre-installed Perimeter Defense facility. Their population growth and industrial development are above average, but their economy tends to lag behind others. The University is completely dedicated to research and the free exchange of information. They are rumored to sometimes put the pursuit of knowledge 12 ahead of ethics.
They start the game with the Information Networks technology and one additional bonus technology. Each University base receives a free Network Node when founded. The Morganites are organized along corporate lines, and dedicated to laissezfaire capitalist economic principles. They start the game with energy credits and the Industrial Base technology, and receive a bonus to all income from commerce between factions. Morganites have expensive tastes, making it difficult for them to support units in the field, and requiring them to build Hab Complex facilities before the population of any of their bases can exceed four citizens.
Nations of Earth, the organization that originally commissioned the Unity. The idealism of this faction attracts an intellectual elite, but their soci-. Your new home in the Alpha Centauri system is officially called Chiron , but most of the new inhabitants refer to it as Planet.
In cosmic terms, Earth and Planet are two worlds similar enough to be considered practically identical. But for human beings, the product of millions of years of earth-specific evolution, Planet is a strange, alien and frightening place. Your first task, upon arrival on this new world, is figuring out the ground rules how the whole system of Planet works together, and how your faction can make itself profitably a part of that system.
This section is a quick guide to what you can expect when you first start to play, and some of the basic and necessary actions you need to take to get yourself established.
All the concepts and actions mentioned below are covered in much greater detail later in this book. When your faction first makes planetfall, you always have at least one mobile unit ready for action.
Send this unit out to explore the immediate vicinity of your base you can move your unit with the eight arrow keys on the numeric keypad: just press the key corresponding to the direction you want to go. Try to explore at least five or six squares out from the base in all directions, then pick a direction and head out, or find a coastline and follow it.
Watch out for mind worm boils—the dangerous native life-forms of Planet. Be prepared to fight or. New technologies drive your survival and expansion on Planet, giving you access to new weapons, base facilities, and Secret Projects.
As soon as your first base is established, your faction immediately begins scientific research. Every few turns your scientists announce a new breakthrough, and ask you to set priorities to guide your next research effort.
For more information on how to maximize your technological advances, see Technology , p. To do so, L on a base 17 to open the Base Control Screen. In the lower left corner of that screen is a.
L on the Change button to get the Production Readout, which shows everything your base can build at the start of the game, this might be just two or three objects. First, build a military unit to guard the base.
Move the former out of your base and have it build farms F , roads R , and solar collectors S. If the terrain is harsh a brown square with no green , plant forests s F.
If the terrain is rough lots of grey blobs in the square drill mines M. You can also automate a former by pressing s A ; it immediately begins building terrain enhancements as the former commander sees fit. Particularly useful facilities for.
On the other hand, they might threaten you or even try to extort energy the currency of Planet or technology from you. Giving in to such demands can be humbling, but is sometimes better than the alternative a fight you may not be ready for. Each turn corresponds to. All native and enemy units make their.
Faction Update. You are advised of any completed enhancements, research or units. You can customize your preferences for updates; see Warning Preferences , p. You may set a new goal for each base when a project is completed, or you may use the defaults. As time progresses, you are offered opportunities to upgrade units, and may receive updates of your progress at unraveling the secrets of this new world. Player Move. You and all other player-controlled factions, in multiplayer games may move units at this time.
You are taken, in turn, to each unit that is:. The first things you have to learn, in order to establish your faction, are how to interpret the map and how to move around. The main map, which occupies the top two-thirds of the screen, is your playing surface. At Planetfall when your faction first arrives on Planet, and when the game begins , the vast bulk of the map is either indistinct or totally black depending on how you set the Unity Survey option; see Game Rules , p.
You have to move units around and explore to find out exactly what your surroundings are. The direction in which the keypad arrow points corresponds directly to the direction the unit moves, so that 8 on the numeric keypad moves you one square to.
It is also possible to set units to undertake longer, multi-turn journeys without further orders, or even to have them decide for themselves what actions to take. These options are described under the Action Menu p. If you want a unit to move continually in a single direction, use this command. The unit continues in the specified direction until it can no longer proceed, due to coastlines or enemy units.
The unit figures the most direct path to your destination, automatically routing around obstacles like small bodies of water and fungal areas. In those cases you can use waypoints. To set a waypoint, L -and-drag to the first waypoint square, z while holding the click, then drag to the next waypoint or to your final destination.
A waypoint is set on that square—the unit goes to the waypoint, then on to the next waypoint if there is another one or its final destination. A unit will normally follow the path shown on the screen when its orders are given, but it may deviate somewhat based upon the tactical situation at the time it makes the actu-.
It always traverses the waypoints in the order given. You can insert 21 up to three waypoints on a route, including the destination. The main map is scrollable. L left-click on any square to center the map on that square. You can also scroll the map in the indicated direction by moving your mouse cursor to the edge of the screen unless you choose to disable this option. If you have multiple units in a square, you choose which unit to activate. These commands are fully described under Action Menu , p.
On any given turn playing with the default game options, there are three types of terrain visible on the map. Black squares are squares you have not mapped yet. Dim squares are those you have already mapped, but which are not currently observed by any of your sensors either from units or bases. Most units can observe only adjacent squares.
All bases and your units with Deep Radar a unit special ability can observe out to two squares away. During a turn, each of your units not currently under orders will become active and remain so until you either give it an order or activate a different unit.
Active units are shown by a marker or by flashing, depending on the game options you have selected. A unit that has been skipped during your turn because you chose to activate a different unit will re-activate before the end of your turn as a reminder that it still needs instructions.
If you are viewing the map, press V to auto-select the next active unit. The commlink system is your means of communication and your tool for trade and diplomacy. L on this tab or press F12 to open the Commlink menu which displays the names of each of the opposing faction leaders along with your current diplomatic status with that faction Vendetta, Truce, Treaty, Pact; see Diplomatic Relations , p.
L on a name to contact that leader see Diplomatic Contact , p. It allows you to convene the Planetary Council. This button, just below the Commlink tab, allows you to disregard any remaining actions and end the turn if you have actions left in the turn, you are prompted to confirm your choice. This button flashes when all your units have received orders for the current turn.
The World View map is in the lower right corner of your screen. It displays the world as it is currently known to your faction. There are two options for viewing your World View map, selected via the buttons beneath the map:. Displays the outline of the land areas and all known cities by the color of their faction. Double- L an area in the World.
Detail Map. Displays a close-up of the terrain, so you can keep your eye on. Double- L an area in the Detail Map to take you. You can scroll around either view— L on any terrain on the map. The map recenters where you clicked.
This display comprises the three windows in the lower left corner of the screen. It displays all the essential information about both the active unit and the active square.
The top left window displays information about the active unit or base, if any,. L on the window to show the number of resources produced by that square. The long window at the bottom of the screen displays a picture of each unit or base stacked in the current square.
Place the cursor over an item to view its data. L on a picture to make a unit the active unit. L on a base to zoom to the Base Control Screen. This is the window located in the lower center of your screen. The map of Planet is a spherical surface projected onto a rectangular image. This means, in realistic terms, that the squares at the top and bottom of the map near the poles represent much smaller areas than the squares in the middle near the equator.
Understanding the projection, however, does make it easier to. Map coordinates are numbered starting from 0, 0 , with the vertical axis first. The vertical axis is numbered from the top of the map to the bottom, and the horizontal is numbered from left to right, starting at the point where the World View see.
Some land squares are connected by a thin line between their diagonal corners, with water squares on either side of this line. These squares are connected by an archipelago of small islands, and these intersections can be crossed both by sea units from one water square to the other , and by land units along the archipelago.
Along the left side of your screen is a tab labeled MENU. L on the tab, and a. From these menus, you can access most of the commands, options and preferences available in the game. This menu controls the basic functions of the game. There are six preference options, plus a toggle for detailed and simple menu options. The six preference options are:. The various preference menus are discussed in detail in Appendix 3 , beginning. Simple menus show only the basic com-.
Detailed menus offer many functions for advanced users. Allows you to create a permanent, named saved game as opposed to auto- saves—see Automatic Saves , p.
When you select this option you are prompted to provide a name for your saved game. Allows you to select a saved game either named or autosaved to replace the current game.
Simply closes the game and returns you to the Windows desktop. Progress is saved up through the end of the last complete turn. At any given time you can reload the game as it was 1, 2, 3, 4, 5, 10, 20 and 30 turns ago.
These saves can all be accessed through the Load Game options at startup or from the Game menu. If you manually save an Iron Man game, you exit the game. The first options in the Help menu open to directories of information about specific aspects of the game, including:.
These use your current game to walk you through some of the most important aspects of game play, including:. The Map menu allows you to control how the game displays the main map. Note that if you have the Simple menu option selected see Game Menu , p. In Move Units mode you automatically are taken to your current active unit.
If you lose track of where you left off your turn while moving around the map, pressing V once or twice returns you to your active unit. In View Map mode you can move freely about the map, examining all visible features. You can move your cursor around the map just as you would a unit, using the numerical keypad or the mouse.
Toggle Flattened Terrain cs X. Action Menu , p. This toggle shows the routes you have implemented. Changes all the bases, units, and terrain features on the map between invisible and visible, allowing you to view the terrain without obstruction. Selecting this option consecutive times removes additional terrain features.
Cycles the name and current production orders displayed beneath each base. This command cycles between no names, names only, and names and production orders. Allows you to assign a name to a given region. Select the square to be named and select this option. You are prompted to enter a name. The name is applied to the target square and its adjacent squares. Deletes the name of a previously named region.
Place the cursor in any square within the named region and L this option. You are prompted to confirm your choice. Presents you with a list of all your current bases.
L on one to display its position on the World Map see World View , p. This list also contains several option buttons. Cycles you forwards through your recent cursor positions only functional if you have already cycled back one or more steps. As you acquire new.
Rainfall directly determines the amount of nutri-. There are three levels of rainfall on Planet— arid , moist and rainy. Rocky squares see Minerals , p. The rockier a square, the more minerals it produces. There are three levels of rockiness— flat , rolling and rocky. Without any modifiers such as special resources, enhancements, xenofungus, monoliths and others, all detailed below , a flat square produces no minerals, while a rolling or rocky square produces 1 mineral per turn.
Bases cannot be established in rocky squares, nor can farms be started there. They are, however, excellent places for mines. For more details, see Terraform Menu , p. The amount of minerals any given square can produce is limited until the discovery of Ecological Engineering.
A solar collector must be built in a square to harvest its energy from elevation. Energy allows you to sustain your bases in working order.
Even more importantly, though, it is the effective currency of the human factions of Planet. The energy you collect is allocated to three different areas: Economy, Labs and Psych. Energy allocated to Economy is used to maintain base facilities; any excess is placed in the energy reserve. Energy from the energy reserves may also be invested in mineral production to hurry projects to completion see Build Orders , p. Energy allocated to Labs speeds research into new technologies see Energy Allocation , p.
Energy allocated to Psych helps maintain order in your bases see Energy Allocation , p. Squares with solar collectors produce 1 energy per level of elevation. There are 38 four levels of elevation above sea level on the Planet— 0 to 1, meters above sea level, 1, to 2, meters , 2, to 3, meters , and above 3, meters. For example, a solar collector built in a square at m would produce 2 energy each turn.
You can find the elevation of a square by checking it in the. Status View p.
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