Travel time you may launch as soon as you find these satisfactory. As youĪdd components you improve the craft's probability of success and They will automatically be assembled in your capital city. You may manufacture spacecraft elements anywhere with a factory Use the spaceship window to observe your progress as you build Modules themselves come in threeįlavors: a habitation module provides living space for ten thousandĬolonists a life support module can keep ten thousand colonistsĪlive and a solar panel provides the power required by any two Components provide fuel and propulsion systems, andĭecrease the amount of time your craft will require to reach AlphaĬentauri you can install up to sixteen, though they must be The skeleton of your spacecraft consists of structural components,Įach of which can hold in place either a component or Necessary technology to begin building spacecraft components: The Apollo Program wonder, which allows every civilization with the One civilization must start the space race by completing Spacecraft and becoming the first civilization to reach Alpha Centauri. This manual opened, the game may be won peacefully by building a This bug is going to be reduced since release 3.0.5 and removed completely in v.3.2, see OSDN#45685 ↑ When you found a trade route or enter a marketplace with a unit, be sure to select your scientific goal before, since switching techs later in the turn in some cases may reduce or eliminate the boonus bulbs.You to explore the advances they require. Technology tree for every item and technology in the game, allowing The online help system displays a very helpful Simply watch the lightbulb on the client which gets brighter as the You can ask the game for a report on your science progress, or Scientists choose the next advance on their own. If you ignore technology completely then your Your scientists will work through all the prerequisite advancesĪutomatically. Instead of selecting each new advance manually, you canĮstablish a long-term goal that is several technologies away, and See below the total cost (including parents' cost) for each technology. Technology, the number of bulbs that will be needed for researching this technology is (r+2)*sqrt(r+2)*10 with default rules. With r the total number of required techs for a given The cost for each technology is fixed and depends on the number of its 'parent techs'. Through trade, by scientists or by Caravan or Freight arrival bonuses. Research progress is measured in research points (bulbs), which can be generated From there you each direct your research toward one advance at a time, deciding which technology you need most quickly and which you can afford to attain later. But otherwise advances must be discovered through the efforts of your own people.īy default, each player starts without any technology at all (this can be changed with a server option). There are a few ways to gain advances from other civilizations: you will sometimes discover enemy technology when you capture a city you can steal advances with Diplomats and Spies the Great Library wonder, while it lasts, gives its owner every advance that two other civilizations have reached and another player might grant technology in the terms of a pact. Worse yet, your wonders can be obsoleted by an advance made by another player! While obsolete units merely become impossible to make - leaving the ones you have already made intact - obsolete buildings are immediately sold, and Beware that some advances also make things obsolete. A few advances provide immediate benefits, such as making new actions available to your units many introduce new units or buildings you can construct and most are also gateways to further technology. Throughout the game you and your opponents will race to discover ever more powerful technologies, which enhance your own civilizations while menacing those of each other. For Technology in the Multiplayer ruleset click here.)
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