Sid Meier's Alpha Centauri (PC)
View unexplored locations
Hold the Left Mouse Button when getting ready to move a unit. Move the unit over the map grid. As it passes over each grid square, coordinates and distance will be displayed, along with text associated with landmarks and cities, even if the square is unexplored (blacked out).
Press [Ctrl] + K during game play to enter the map editor. Enter one of the following codes to activate the corresponding effect. Note: Using this method will mark you as a cheater.
|Change year||[Shift] + [F5]|
|Create unit||[Shift] + [F1]|
|Discovery technology||[Shift] + [F2]|
|Edit energy credits||[Shift] + [F4]|
|Edit Faction diplomacy||[Shift] + [F9]|
|Kill opponent||[Shift] + [F6]|
|Switch sides and reset view||[Shift] + [F3]|
|View FMV sequences||[Shift] + [F8]|
|View replay||[Shift] + [F7]|
Note: This procedure involves editing a game file;
create a backup copy of the file before proceeding. Use a text
editor to edit the text file in the "/firaxis/sid meiers
alpha century/" folder. Inside these files are the variables
the game uses to start with. For example, in the Spartans file,
look for the word TECH in the first few paragraphs. Next to it
is the number "1". Change this to any number, such as
"20". Start the game and choose the spartan Faction.
After you land you will get to immediately choose 20 technological
advances. Although you can change a lot of these variables in
the game, some of them can freeze or shut down the game.
Always try to ally other factions (treaty or truce).
If you can ally everyone, vendetta one at a time to focus on one
faction while not getting attacked by others.
As soon as you can, connect all your bases with Mag Tubes. This
Really helps with defense against the odd Mindworm or Rogue Faction.
Also, equip all or most of your units with the Clean Reactor,
which means you do not have to worry about support. Near the end
of the game, get the Cloning Vats secret project. It cuts the
negative effects of "Power" and "Endumonic"
To drop any unit (an all your units) all you need it
one drop unit. Press the [Drop] hot key and the cursor
will change to the parachute. Then, select the unit you want to
drop. It can be anything -- a probe team, former, colony pod,
ground troop without drop capability, helicopter, or even a boat.
Then all you have to do is drop the unit where you desire, as
you normally would. You can even capture bases with aircraft this
way. It is also great for extending your aircraft's range and
very powerful with orbital insertions.
Land units cannot attack air units. Air units cannot
attack air units. Unless you have SAMs, air units are invulnerable.
However, not only are the air units invulnerable, but so are any
ground or sea units in the same square. If you do not want your
ships or ground troops attacked as they make the slow march to
an enemy base, simply park a plane on top.
Helicopters that have run out of fuel and are sitting
in the open can be attacked by anyone, not just SAM units.
It is very useful to establish an air-orientated base
to produce and maintain a fleet of fighters and helicopters with
all the usual upgrades required. It is also useful to have somewhere
to base some missiles.
Start with Advanced Units
When you start, choose "Load Game", then
select a game from far in the future where your tech is extremely
high. Cancel out instead of actually starting the game, then start
a new game. You will then be able to build a wide assortment of
units from the game you were about to load and your first Scout
might be a Scout Hovertank. You will not be able to build any
of them for awhile due to lack of minerals, but once your population
starts getting higher, you can use them to conquer all with ease.
Instead of hurrying production, select "Hurry",
then select "Make Partial Payment". Instead of using
the paying the full amount to complete the construction, you can
choose to pay an amount to get production down to one turn to
go. For example, if hurrying production would cost 350 minerals
with 5 turns to go, you would make a partial payment of about
4*(350/5)=280 minerals. Production is still done the next turn,
since you have paid 4 turns worth of minerals.
If you can get your unit inside a base you, can support
it from that base. This includes bases belonging to your ally.
Take your troops to allied bases and support from there. You will
not have to support your units anymore. This does not even affect
your ally's minerals.
As soon as you can build any air unit, tell it to explore.
It will fly away and stop. When it stops, keep pressing /
to explore. Do this until your fuel goes to 0, then press /
again. Your fuel will go back to 10. By doing this, you can explore
the map much faster and your air unit does not need to stop at
Destroy enemy satellites
The Orbital Defense Pod not only defends against enemy
planet busters, they also destroy enemy satellites. Build an Orbital
Defense Pod then go into the "Orbital And Space Status"
menu on the left. It will say which faction do you wish to attack
and a list factions who have built orbital improvements will appear.
Click on one. A list of satellites will appear on the right. Click
on one. Under the revolving planet, the "Attack" button
will appear. Click it to attack the satellite.
Driving away Ecological Damages and Xenofungi
Ecological Damages and Xenofungi can be easily driven
away if you plant forests or kelps by pressing [Shift]
+ F when Land Formers are activated, and F when
Sea Formers are activated. Also bear in mind that Fungus grows
only if there are ecological damages; and high mineral production
raises ecological damages.
Crossing the harbor safely
Transport Foils or Transport Cruisers cannot attack
subjectively, and thus are easily destroyed when carrying land
units. Building or capturing Isle Of The Deep can alleviate this
problem, as they can transport and attack at the same time.
Convoy the unused land
Bases should not be built too near to each other, as
this lowers the production. Leaving space between bases and using
Supply Crawlers to tap resource from the space between the bases
may raise the production dramatically, as your productive squares
can expand beyond twenty squares by doing this.
Shore the cities
Cities should be built along the coast (but not sea
squares adjacent to the land) to let the city produce and use
land, sea, and air units more efficiently.
It is good to clear fungus from around your bases,
but it will not help if you also do not clear the sea fungus because
it grows onto land.
Set Terraformers on autopilot and let Governors handle
your bases. Watch what the AI does to learn some strategies.
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Nutrient-boosting Farms are far more important for city growth than mines. Energy-producing Solar Collectors directly contribute to your income and research.
Create a single Skunkworks city to build a unit with new components as soon as they are researched. This will defray the prototype cost for other cities and will keep you prepared if you suddenly have to change your production in the event of war.
Explore with paired Scouts or Rovers. When one of them encounters a Mindworm, the other unit can attack it.
Clear fungus from the squares surrounding your base to keep Mindworms from moving adjacent to them and attacking in the same turn.
Gain bigger city
Trade any city currently being attacked by enemies to any faction to gain a size 15 city.
When Seaformers are on automatic, they do not have to pay to raise the seafloor, unlike when on manual.
Go into a Pact Brother's city and support a unit from there. You will control it while no one must support it.
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