text:
Civ/Sid Meier's Alpha Centauri/Tech Tree

Adaptive Doctrine

 * Prerequisite: Polymorphic Software, Doctrine: Flexibility
 * Technology: Advanced Military Algorithms
 * Armor: Pulse 3 Armor
 * Special Ability: Marine Detachment
 * Track and Level: Conquer 3

Adaptive Economics

 * Prerequisite: Progenitor Psych, Industrial Economics
 * Technology: Planetary Economics
 * Base Facility: Thermocline Transducer
 * Secret Project: The Planetary Energy Grid
 * Track and Level: Build 3

Advanced Ecological Engineering

 * Prerequisite: Fusion Power, Environmental Economics
 * Technology: Centauri Psi
 * Terraforming: Soil Enricher
 * Diplomatic Proposal: Melt Polar Caps
 * Special Ability: Super Former
 * Sea Mining Platforms produce +1 Minerals
 * Track and Level: Build 7

Advanced Military Algorithms

 * Prerequisite: Adaptive Doctrine (alien crossfire) Doctrine: Flexibility (original), Optical Computers
 * Technology: Pre-Sentient Algorithms, Retroviral Engineering
 * Base Facility: Punishment Sphere
 * Socio/economic model: Power
 * Terraforming: Bunker
 * Diplomatic Proposal: Repeal U.N. Charter, Reinstate U.N. Charter
 * Special Ability: AAA Tracking
 * Track and Level: Conquer 4

Advanced Spaceflight

 * Prerequisite: Orbital Spaceflight, Organic Superlubricant
 * Technology: Super Tensile Solids
 * Base Facility: Orbital Power Transmitter
 * Secret Project: The Living Refinery
 * Weapon: Plasma Shard
 * Diplomatic Proposal: Launch Solar Shade, Increase Solar Shade
 * Track and Level: Discover 8

Advanced Subatomic Theory

 * Prerequisite: High Energy Chemistry, Polymorphic Software
 * Technology: Applied Relativity, Silksteel Alloys
 * Base Facility: Skunkworks
 * Special Ability: Comm Jammer
 * Track and Level: Discover 3

Applied Gravitonics

 * Prerequisite: Graviton Theory, Digital Sentience
 * Technology: Controlled Singularity
 * Weapon: Graviton Gun
 * Track and Level: Explore 14

Applied Physics

 * Technology: Nonlinear Mathematics, High Energy Chemistry, Optical Computers
 * Weapon: Laser
 * Track and Level: Conquer 1

Applied Relativity

 * Prerequisite: Superconductor, Advanced Subatomic Theory
 * Technology: Unified Field Theory, Photon/Wave Mechanics
 * Secret Project: The Supercollider
 * Track and Level: Discover 5

Bio-Engineering

 * Prerequisite: Gene Splicing, Neural Grafting
 * Technology: Retroviral Engineering
 * Secret Project: The Longevity Vaccine
 * Special Ability: Clean Reactor
 * Increases defense against gene warfare.
 * Track and Level: Build 5

Bioadaptive Resonance

 * Prerequisite: Field Modulation, Centauri Empathy
 * Technology: Sentient Resonance
 * Unit: Spore Launcher
 * Weapon: Resonance Laser
 * Special Ability: Soporific Gas Pods
 * Track and Level: Conquer 4

Biogenetics

 * Technology: Secrets of the Human Brain, Gene Splicing
 * Base Facility: Recycling Tanks
 * Secret Project: The Human Genome Project
 * Increases defense against gene warfare.
 * Track and Level: Discover 1

Biomachinery

 * Prerequisite: Mind/Machine Interface, Retroviral Engineering
 * Technology: Homo Superior, N-Space Compression
 * Secret Project: The Cloning Vats
 * Increases defense against gene warfare.
 * Track and Level: Build 7

Centauri Ecology

 * Technology: Centauri Empathy, Ecological Engineering, Field Modulation
 * Secret Project: The Weather Paradigm
 * Unit: Formers
 * Weapon: Terraforming Unit
 * Increases Nutrient production in fungus.
 * Track and Level: Explore 1

Centauri Empathy

 * Prerequisite: Secrets of the Human Brain, Centauri Ecology
 * Technology: Centauri Meditation, Bioadaptive Resonance
 * Base Facility: Biology Lab
 * Secret Project: The Empath Guild
 * Socio/economic model: Green
 * Unit: Mind Worms
 * Special Ability: Empath Song
 * Allows roads to be built in fungus squares.
 * Track and Level: Explore 3

Centauri Genetics

 * Prerequisite: Centauri Meditation, Retroviral Engineering
 * Technology: Centauri Psi
 * Base Facility: Brood Pit
 * Secret Project: The Pholus Mutagen
 * Unit: Locusts of Chiron
 * Increases Mineral production in fungus.
 * Track and Level: Explore 7

Centauri Meditation

 * Prerequisite: Ecological Engineering, Centauri Empathy
 * Technology: Centauri Genetics
 * Base Facility: Centauri Preserve
 * Secret Project: The Xenoempathy Dome
 * Citizens: Empath
 * Unit: Isle of the Deep
 * Increases Energy production in fungus.
 * Track and Level: Explore 5

Centauri Psi

 * Prerequisite: Centauri Genetics, Advanced Ecological Engineering
 * Technology: The Will to Power, Secrets of Alpha Centauri, Sentient Resonance
 * Unit: Sealurk
 * Weapon: Psi Attack
 * Special Ability: Dissociative Wave
 * Increases Nutrient production in fungus.
 * Allows terrain improvements in fungus squares and eases fungus movement restrictions.
 * Track and Level: Explore 8

Controlled Singularity

 * Prerequisite: Singularity Mechanics, Applied Gravitonics
 * Technology: String Resonance, Transcendent Thought
 * Secret Project: The Singularity Inductor
 * Weapon: Singularity Laser
 * Track and Level: Conquer 15

Cyberethics

 * Prerequisite: Planetary Networks, Intellectual Integrity
 * Technology: Superstring Theory, Pre-Sentient Algorithms
 * Secret Project: The Planetary Datalinks
 * Socio/economic model: Knowledge
 * Track and Level: Build 4

Digital Sentience

 * Prerequisite: Industrial Nanorobotics, Mind/Machine Interface
 * Technology: Applied Gravitonics, Self-Aware Machines, Sentient Econometrics
 * Secret Project: The Network Backbone
 * Socio/economic model: Cybernetic
 * Improves Probe Team success rate.
 * Track and Level: Discover 10

Doctrine: Air Power

 * Prerequisite: Synthetic Fossil Fuels, Doctrine: Flexibility
 * Technology: Mind/Machine Interface, Orbital Spaceflight
 * Base Facility: Aerospace Complex
 * Terraforming: Airbase
 * Chassis: Needlejet
 * Special Ability: Air Superiority
 * Track and Level: Explore 5

Doctrine: Flexibility

 * Prerequisite: Doctrine: Mobility
 * Technology: Doctrine: Initiative, Doctrine: Air Power, Adaptive Doctrine
 * Base Facility: Pressure Dome
 * Unit: Transport Foil
 * Weapon: Troop Transport
 * Chassis: Foil
 * Track and Level: Explore 2

Doctrine: Initiative

 * Prerequisite: Doctrine: Flexibility, Industrial Automation
 * Technology: Nanometallurgy, Homo Superior
 * Base Facility: Naval Yard
 * Secret Project: The Maritime Control Center
 * Chassis: Cruiser
 * Special Ability: Amphibious Pods
 * Track and Level: Explore 4

Doctrine: Loyalty

 * Prerequisite: Doctrine: Mobility, Social Psych
 * Technology: Intellectual Integrity
 * Base Facility: Perimeter Defense
 * Secret Project: The Command Nexus
 * Socio/economic model: Police State
 * Track and Level: Conquer 2

Doctrine: Mobility

 * Technology: Doctrine: Flexibility, Doctrine: Loyalty
 * Base Facility: Command Center
 * Chassis: Speeder
 * Track and Level: Explore 1

Ecological Engineering

 * Prerequisite: Centauri Ecology, Gene Splicing
 * Technology: Centauri Meditation, Environmental Economics
 * Terraforming: Plant Fungus, Condenser, Echelon Mirror, Thermal Borehole, Aquifer
 * Allows a tile's Mineral production to exceed 2.
 * Track and Level: Explore 4

Environmental Economics

 * Prerequisite: Industrial Economics, Ecological Engineering
 * Technology: Advanced Ecological Engineering
 * Base Facility: Tree Farm
 * Terraforming: Raise Land, Lower Land
 * Increases commerce income from treaties and pacts.
 * Allows a tile's Energy production to exceed 2.
 * Track and Level: Build 5

Ethical Calculus

 * Prerequisite: Social Psych
 * Technology: Intellectual Integrity, Gene Splicing
 * Base Facility: Children's Creche
 * Socio/economic model: Democratic
 * Track and Level: Explore 2

Eudaimonia

 * Prerequisite: Sentient Econometrics, The Will to Power
 * Technology: Temporal Mechanics
 * Secret Project: The Telepathic Matrix
 * Socio/economic model: Eudaimonic
 * Armor: Psi Defense
 * Track and Level: Explore 12

Field Modulation

 * Prerequisite: Progenitor Psych, Centauri Ecology
 * Technology: Bioadaptive Resonance
 * Armor: Resonance 3 Armor
 * Track and Level: Conquer 2

Frictionless Surfaces

 * Prerequisite: Unified Field Theory, Industrial Nanorobotics
 * Technology: Quantum Power
 * Special Ability: Cloaking Device
 * Track and Level: Discover 10

Fusion Power

 * Prerequisite: Pre-Sentient Algorithms, Superconductor
 * Technology: Advanced Ecological Engineering, Organic Superlubricant
 * Base Facility: Fusion Lab
 * Citizens: Engineer
 * Reactor: Fusion Reactor
 * Track and Level: Discover 6

Gene Splicing

 * Prerequisite: Biogenetics, Ethical Calculus
 * Technology: Synthetic Fossil Fuels, Bio-Engineering, Ecological Engineering
 * Base Facility: Research Hospital
 * Increases defense against gene warfare.
 * Allows a tile's Nutrient production to exceed 2.
 * Track and Level: Build 3

Graviton Theory

 * Prerequisite: Quantum Machinery, Mind/Machine Interface
 * Technology: Applied Gravitonics
 * Chassis: Gravship
 * Special Ability: Antigrav Struts
 * Allows units with drop pods to perform orbital insertions to any location.
 * Track and Level: Explore 13

High Energy Chemistry

 * Prerequisite: Industrial Base, Applied Physics
 * Technology: Advanced Subatomic Theory, Synthetic Fossil Fuels
 * Armor: Plasma Steel Armor
 * Special Ability: Nerve Gas Pods
 * Track and Level: Conquer 2

Homo Superior

 * Prerequisite: Biomachinery, Doctrine: Initiative
 * Technology: The Will to Power
 * Base Facility: Nanohospital
 * Secret Project: The Universal Translator
 * Track and Level: Explore 8

Industrial Automation

 * Prerequisite: Industrial Economics, Planetary Networks
 * Technology: Silksteel Alloys, Doctrine: Initiative, Neural Grafting, Industrial Nanorobotics
 * Base Facility: Hab Complex
 * Secret Project: The Planetary Transit System
 * Socio/economic model: Wealth
 * Unit: Supply Crawler
 * Weapon: Supply Transport
 * Increases commerce income from treaties and pacts.
 * Track and Level: Build 3

Easily one of the two or three most important technologies in the game. This technology allows you to build the Supply Crawler, a staple of virtually all advanced strategies, and additionally allows Wealth, which may be desirable, and the construction of Hab Complexes, which you'll need for bigger bases, and the Planetary Transit System, which is useful if you can spare the time and resources to grab it. On top of all that, you get more commerce. Getting this tech before anybody else does can easily swing the game in your favor even if you are otherwise behind in every other respect — but you must take full advantage of it.

Industrial Base

 * Technology: Superconductor, High Energy Chemistry, Polymorphic Software, Industrial Economics
 * Secret Project: The Merchant Exchange
 * Armor: Synthmetal Armor
 * Track and Level: Build 1

Industrial Economics

 * Prerequisite: Industrial Base
 * Technology: Industrial Automation, Environmental Economics, Adaptive Economics
 * Base Facility: Energy Bank
 * Socio/economic model: Free Market
 * Increases commerce income from treaties and pacts.
 * Track and Level: Build 2

Industrial Nanorobotics

 * Prerequisite: Nanominiaturization, Industrial Automation
 * Technology: Frictionless Surfaces, Digital Sentience
 * Base Facility: Robotic Assembly Plant
 * Secret Project: The Nano Factory
 * Increases commerce income from treaties and pacts.
 * Track and Level: Build 9

Information Networks

 * Technology: Nonlinear Mathematics, Polymorphic Software, Planetary Networks
 * Base Facility: Network Node
 * Track and Level: Discover 1

Intellectual Integrity

 * Prerequisite: Ethical Calculus, Doctrine: Loyalty
 * Technology: Cyberethics, Planetary Economics
 * Secret Project: The Citizens' Defense Force
 * Special Ability: Non-Lethal Methods, High Morale
 * Track and Level: Explore 3

Matter Compression

 * Prerequisite: Nanometallurgy, Nanominiaturization
 * Technology: Super Tensile Solids
 * Armor: Neutronium Armor
 * Special Ability: Fuel Nanocells
 * Track and Level: Conquer 9

Matter Editation

 * Prerequisite: Self-Aware Machines, Super Tensile Solids
 * Technology: Matter Transmission
 * Base Facility: Nanoreplicator
 * Secret Project: Clinical Immortality
 * Armor: Antimatter Plate
 * Increases defense against gene warfare.

Matter Transmission

 * Prerequisite: Matter Editation, Secrets of Alpha Centauri
 * Technology: Temporal Mechanics
 * Base Facility: Psi Gate
 * Secret Project: The Bulk Matter Transmitter
 * Special Ability: Blink Displacer
 * Increases Mineral production in fungus.

Mind/Machine Interface

 * Prerequisite: Doctrine: Air Power, Neural Grafting
 * Technology: Graviton Theory, Digital Sentience, Biomachinery
 * Secret Project: The Cyborg Factory
 * Secret Project: The Cloudbase Academy
 * Citizens: Thinker
 * Chassis: Copter
 * Diplomatic Proposal: Unite Behind Me As Supreme Leader
 * Special Ability: Drop Pods
 * Improves Probe Team success rate.
 * Track and Level: Conquer 6

Monopole Magnets

 * Prerequisite: Superstring Theory, Silksteel Alloys
 * Technology: Unified Field Theory, Nanominiaturization
 * Terraforming: Mag Tube

N-Space Compression

 * Prerequisite: Orbital Spaceflight, Biomachinery
 * Technology: Self-Aware Machines
 * Base Facility: Flechette Defense System, Geosynchronous Survey Pod

Nanometallurgy

 * Prerequisite: Probability Mechanics, Doctrine: Initiative
 * Technology: Matter Compression, Quantum Machinery
 * Special Ability: Repair Bay

Nanominiaturization

 * Prerequisite: Monopole Magnets, Organic Superlubricant
 * Technology: Matter Compression, Industrial Nanorobotics
 * Chassis: Hovertank
 * Special Ability: Algorithmic Enhancement
 * Track and Level: Build 8

Neural Grafting

 * Prerequisite: Secrets of the Human Brain, Industrial Automation
 * Technology: Mind/Machine Interface, Bio-Engineering
 * Base Facility: Bioenhancement Center
 * Secret Project: The Neural Amplifier
 * Allows a unit to have two special abilities.

Nonlinear Mathematics

 * Prerequisite: Applied Physics, Information Networks
 * Technology: Superstring Theory
 * Weapon: Particle Impactor

Optical Computers

 * Prerequisite: Applied Physics, Polymorphic Software
 * Technology: Superconductor, Advanced Military Algorithms

Orbital Spaceflight

 * Prerequisite: Doctrine: Air Power, Pre-Sentient Algorithms
 * Technology: Advanced Spaceflight, N-Space Compression
 * Base Facility: Sky Hydroponics Lab
 * Weapon: Planet Buster, Conventional Payload
 * Chassis: Missile
 * Diplomatic Proposal: Salvage Unity Fusion Core
 * Track and Level: Discover 6

Organic Superlubricant

 * Prerequisite: Fusion Power, Synthetic Fossil Fuels
 * Technology: Nanominiaturization, Advanced Spaceflight
 * Weapon: Fusion Laser
 * Track and Level: Conquer 7

Photon/Wave Mechanics

 * Prerequisite: Applied Relativity, Silksteel Alloys
 * Technology: Probability Mechanics
 * Armor: Photon Wall

Planetary Economics

 * Prerequisite: Adaptive Economics, Intellectual Integrity in SMACAX, Environmental Economics and Intellectual Integrity in original
 * Technology: Quantum Power, Sentient Econometrics
 * Base Facility: Hybrid Forest, Subsea Trunkline
 * Secret Project: The Ascetic Virtues
 * Diplomatic Proposal: Global Trade Pact, Repeal Global Trade Pact
 * Increases commerce income from treaties and pacts.
 * Allows economic victory
 * Track and Level: Build 6

Planetary Networks

 * Prerequisite: Information Networks
 * Technology: Industrial Automation, Cyberethics
 * Base Facility: Hologram Theatre
 * Secret Project: The Virtual World
 * Socio/economic model: Planned
 * Citizens: Librarian
 * Unit: Probe Team
 * Weapon: Probe Team

Polymorphic Software

 * Prerequisite: Industrial Base, Information Networks
 * Technology: Advanced Subatomic Theory, Optical Computers, Adaptive Doctrine
 * Special Ability: Heavy Artillery
 * Improves Probe Team success rate.

Pre-Sentient Algorithms

 * Prerequisite: Advanced Military Algorithms, Cyberethics
 * Technology: Fusion Power, Probability Mechanics, Orbital Spaceflight
 * Base Facility: Covert Ops Center
 * Secret Project: The Hunter-Seeker Algorithm
 * Special Ability: Polymorphic Encryption
 * Improves Probe Team success rate.
 * Track and Level: Discover 5

Probability Mechanics

 * Prerequisite: Photon/Wave Mechanics, Pre-Sentient Algorithms
 * Technology: Nanometallurgy
 * Base Facility: Tachyon Field
 * Armor: Probability Sheath

Progenitor Psych

 * Technology: Field Modulation, Adaptive Economics
 * Base Facility: Aquafarm

Quantum Machinery

 * Prerequisite: Quantum Power, Nanometallurgy
 * Technology: Graviton Theory
 * Base Facility: Quantum Converter
 * Weapon: Quantum Laser

Quantum Power

 * Prerequisite: Frictionless Surfaces, Planetary Economics
 * Technology: Quantum Machinery
 * Base Facility: Quantum Lab
 * Reactor: Quantum Chamber

Retroviral Engineering

 * Prerequisite: Bio-Engineering, Advanced Military Algorithms
 * Technology: Biomachinery, Centauri Genetics
 * Base Facility: Genejack Factory
 * Increases defense against gene warfare.
 * Allows gene warfare to be committed by probe teams.
 * Track and Level: Conquer 6

Secrets of Alpha Centauri

 * Prerequisite: Centauri Psi, Sentient Econometrics
 * Technology: Matter Transmission, Secrets of the Manifolds
 * Base Facility: Temple of Planet
 * Citizens: Transcend
 * Increases Energy production in fungus.
 * Reveals the entire map when discovered.
 * Secrets: First faction to discover Secrets of Alpha Centauri gains a free technological advance.
 * Track and Level: Discover 12

Secrets of Creation

 * Prerequisite: Unified Field Theory, The Will to Power
 * Technology: Singularity Mechanics
 * Secrets: First faction to discover Secrets of Creation gains a free technological advance.
 * Track and Level: Discover 10

Secrets of the Human Brain

 * Prerequisite: Social Psych, Biogenetics
 * Technology: Neural Grafting, Centauri Empathy
 * Socio/economic model: Fundamentalist
 * Special Ability: Hypnotic Trance
 * Secrets: First faction to discover Secrets of the Human Brain gains a free technological advance.
 * Track and Level: Discover 2

Secrets of the Manifolds

 * Prerequisite: Sentient Resonance, Secrets of Alpha Centauri
 * Technology: Threshold of Transcendence, String Resonance
 * Secret Project: The Manifold Harmonics
 * Secrets: First faction to discover Secrets of the Manifolds gains a free technological advance.

Self-Aware Machines

 * Prerequisite: N-Space Compression (Advanced Spaceflight in original), Digital Sentience
 * Technology: Singularity Mechanics, Matter Editation
 * Base Facility: Nessus Mining Station, Orbital Defense Pod
 * Secret Project: The Self-Aware Colony
 * Secret Project: The Nethack Terminus
 * Improves Probe Team success rate.

Sentient Econometrics

 * Prerequisite: Planetary Economics, Digital Sentience
 * Technology: Eudaimonia, Secrets of Alpha Centauri
 * Base Facility: Paradise Garden
 * Increases commerce income from treaties and pacts.
 * Recreation Commons maintenance cost reduced from 1 to 0

Sentient Resonance

 * Prerequisite: Bioadaptive Resonance, Centauri Psi
 * Technology: Secrets of the Manifolds
 * Weapon: Resonance Bolt
 * Armor: Resonance 8 Armor

Silksteel Alloys

 * Prerequisite: Advanced Subatomic Theory, Industrial Automation
 * Technology: Monopole Magnets, Photon/Wave Mechanics
 * Armor: Silksteel Armor

Singularity Mechanics

 * Prerequisite: Secrets of Creation, Self-Aware Machines
 * Technology: Controlled Singularity
 * Base Facility: Subspace Generator
 * Reactor: Singularity Engine

Social Psych

 * Technology: Doctrine: Loyalty, Ethical Calculus, Secrets of the Human Brain
 * Base Facility: Recreation Commons
 * Track and Level: Build 1

String Resonance

 * Prerequisite: Secrets of the Manifolds, Controlled Singularity
 * Weapon: String Disruptor

Super Tensile Solids

 * Prerequisite: Matter Compression, Advanced Spaceflight
 * Technology: Matter Editation
 * Base Facility: Habitation Dome
 * Secret Project: The Space Elevator
 * Armor: Pulse 8 Armor

Superconductor

 * Prerequisite: Optical Computers, Industrial Base
 * Technology: Applied Relativity, Fusion Power
 * Weapon: Gatling Laser

Superstring Theory

 * Prerequisite: Nonlinear Mathematics, Cyberethics
 * Technology: Monopole Magnets
 * Weapon: Chaos Gun

Synthetic Fossil Fuels

 * Prerequisite: High Energy Chemistry, Gene Splicing
 * Technology: Doctrine: Air Power, Organic Superlubricant
 * Weapon: Missile Launcher
 * Special Ability: Fungicide Tanks

Temporal Mechanics

 * Prerequisite: Eudaimonia, Matter Transmission
 * Technology: Threshold of Transcendence
 * Armor: Stasis Generator
 * Increases Energy production in fungus.

The Will to Power

 * Prerequisite: Homo Superior, Centauri Psi
 * Technology: Eudaimonia, Secrets of Creation
 * Secret Project: The Dream Twister
 * Socio/economic model: Thought Control
 * Track and Level: Explore 9

Threshold of Transcendence

 * Prerequisite: Secrets of the Manifolds (Secrets of Creation in original), Temporal Mechanics
 * Technology: Transcendent Thought
 * Secret Project: The Voice of Planet
 * Secret Project: The Ascent to Transcendence
 * Increases Mineral production in fungus.

Transcendent Thought
Transcendent Thought serves the same function as the 'Future Technology' techs in the Civilization series: Bonus Points at the end of the game for each 'level' of Transcendent Thought researched.
 * Prerequisite: Threshold of Transcendence, Controlled Singularity
 * Track and Level: Discover 16

Unified Field Theory

 * Prerequisite: Monopole Magnets, Applied Relativity
 * Technology: Frictionless Surfaces, Secrets of Creation
 * Secret Project: The Theory of Everything
 * Weapon: Tachyon Bolt


text:
User:Perl~enwikibooks/Ellen Foster/themes

Themes

 * Adversity in early childhood is the most prevalent theme in the novel. Ellen is faced with many problems including, but not limited to, the death of her mother and the sexual abuse of Ellen by her father.
 * Self-identity is another theme present in the novel. Ellen changes her name to Foster because she has no real identity since she is moved around from foster home to foster home.
 * Another theme is self-reliance and responsibility. Ellen is forced to fend for herself from an early age. It is amazing how she is able to handle so much responsibility. Despite the many impediments she faces, she continues to cope.

Ellen’s healing process
To heal, Ellen should continue to create art. When Ellen creates art, it calms her and enables her to think more clearly. In addition, spending time with her friends and her new family is vital to Ellen's recovery. Because Ellen likes to learn, it would be wise for her to seek knowledge by doing things such as reading books and attending classes.

<< | >>

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
User:Perl~enwikibooks/Ellen Foster/quotes

Quotes

 * Page 88: "That may not be the name God or my mama gave me but that is my name now. Ellen Foster. My old family wore the other name out and I figured I would take the name of my new family. That one is fresh. Foster. I told him all that."
 * Page 125: "Starletta I always thought I was special because I was white and when I thought about you being colored I said to myself it sure is a shame Starletta's colored. I sure would hate to be that way. White people selling your mama's quilts like they do. And the three of you live in that house that's about to fall down. I always went away from your house wondering how you stood to live without a inside toilet. I know your daddy just put one in but you went a long time without one. Longer than any white folks I know. And when I thought about you I always felt glad for myself And now I don't know why. I really don't. And I just wanted to tell you that. You don't have to say anything back. You just lay there and wait for supper."
 * Page 25: "Each month one of his brothers would bring him some cash money in an envelope and I would make sure I got to it before my daddyd did. They left it in the mailbox I guess because they did not think one of us was at home. I figured out what I needed and took it. You got the lights, gas to heat and cook, food, and extras. The people who sent the bills said do not send cash but at least I sent them the right change. I let him have the rest of the money and he would stock up so he would not have to worry."

Adjectives describing Ellen
<< | >>
 * Resilient
 * Self-reliant
 * tenacious
 * troubled
 * pensive
 * responsible
 * kind


text:
General Mechanics/Forced Oscillator

If we wiggle the left end of the spring in the above diagram by amount d=d0sin ωFt,  rather than rigidly fixing it, we have a forced harmonic oscillator.

The constant d0 is the amplitude of the imposed wiggling motion. The forcing frequency ωF is not necessarily equal to the natural or resonant frequency  of the mass-spring system. Very different behavior occurs depending on whether it is less than, equal to, or greater than ω.

Given the above wiggling, the force of the spring on the mass becomes

 * $$F = -k(x-d) = -k(x-d_0 \sin \omega_F t) \,$$

since the length of the spring is the difference between the positions of the left and right ends. Proceeding as for the unforced mass-spring system, we arrive at the differential equation

 * $$\frac{d^2x}{dt^2}+\frac{k}{M}x= \frac{k}{M}d_0 \sin \omega_F t$$

The solution to this equation turns out to be the sum of a forced part in which x∝ sin ωFt, and a free part which is the same as the solution to the unforced equation. We are primarily interested in the forced part of the solution, so let us set x=d0sin ωFtand substitute this into the equation of motion, giving:
 * $$ -\omega_F^2 x_0 \sin \omega_F t + \frac{k}{M}x_0 \sin \omega_F t = \frac{k}{M}d_0 \sin \omega_F t $$

The sine factor cancels leaving us with an algebraic equation for, the amplitude of the oscillatory motion of the mass.

Solving for the ratio of the oscillation amplitude of the mass to the amplitude of the wiggling motion, we find

 * $$\frac{x_0}{d_0} = \frac{1}{1-M \omega_F^2/k} = \frac{1}{1-\omega_F^2/\omega^2} $$

where we have recognized that k/M=ω2, the square of the frequency of the free oscillation.

Notice that if ωF<ω, then the motion of the mass is in phase with the wiggling motion and the amplitude of the mass oscillation is greater than the amplitude of the wiggling. As the forcing frequency approaches the natural frequency of the oscillator, the response of the mass grows in amplitude.

When the forcing is at the resonant frequency, the response is technically infinite, though practical limits on the amplitude of the oscillation will intervene in this case -- for instance, the spring cannot stretch or shrink an infinite amount. In many cases friction will act to limit the response of the mass to forcing near the resonant frequency.

When the forcing frequency is greater than the natural frequency, the mass actually moves in the opposite direction of the wiggling motion -- i. e., the response is out of phase with the forcing. The amplitude of the response decreases as the forcing frequency increases above the resonant frequency.

Forced and free harmonic oscillators form an important part of many physical systems. For instance, any elastic material body such as a bridge or an airplane wing has harmonic oscillatory modes. A common engineering problem is to ensure that such modes are damped by friction or some other physical mechanism when there is a possibility of excitation of these modes by naturally occurring processes. A number of disasters can be traced to a failure to properly account for oscillatory forcing in engineered structures.

title: General Mechanics/Forced Oscillator


text:
Cookbook:Carrot and Raisin Salad

| Side dishes |  Canadian Cuisine

Ingredients

 * 2 ea. (250 g / 8.8 oz) carrots, shredded
 * ½ cup (40 g / 1.4 oz) raisins
 * 1 lemon, zested and juiced
 * 1 orange, zested and juiced
 * Sugar or honey to taste

Procedure

 * 1) Mix carrots with raisins in a bowl.
 * 2) Add approximately 1 teaspoon of finely-grated lemon and orange zest, then add the juices.
 * 3) Add sugar or honey to taste, and toss everything together well.
 * 4) Refrigerate and serve.

title: Cookbook:Carrot and Raisin Salad


text:
Talk:Civ/Sid Meier's Alpha Centauri/Tech Tree

This page was generated using a perl script and alpha.txt.

Wow, nice work. Now to actually describe the techs :P --Furrykef 18:42, 2 Jun 2004 (UTC)

Whew. Got just about everything in there now, and fixed the problem with Doctrines not linking correctly. The heading links are Doctrine.3A_Flexibility and the like, since somewhere, something does not like colons. --Anarchie

 * I reported the colon problem to the WikiMedia guys; hopefully it'll be fixed soon, or at least eventually. Currently I'll link to them just like everything else — I'll change it if it's apparent it's not going to be fixed anytime soon. --Furrykef 10:32, 5 Jun 2004 (UTC)

 * It's fixed now. --Furrykef 00:00, 6 Jun 2004 (UTC)

Diplomatic proposals are in. Last thing to do is the strategic comments. --Anarchie

I'm wondering if we really need a chapter for SMAC units, when units are just templates automatically designed in the Design Workshop (occasionally with a free prototype). The terraforming and diplomacy links should stay as they are for now, though. --Furrykef


text:
German/Level I/Freizeit/Problems

Introduction - Lesson 1 - Lesson 2 - Lesson 3

../Problems/ - ../Answers/ - ../Test/ - ../Test Answers/

Lesson 2 ~ Freizeit Problems

Sports and Activities
Name all of the sports in German included in the lesson that are not the same as in English.

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Spielen, Machen, and Other Verbs
Translate these phrases and sentences from German into English.

 * 1) Spielt er?
 * 2) Wir machen.
 * 3) Sie spielen Fußball.
 * 4) Wir spielen Football, und er spielt auch.
 * 5) Spielt ihr Tennis?
 * 6) Sie spielt kein Volleyball.
 * 7) Spielst du
 * 8) Sie spielt

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Other Verbs and Their Conjugations
Provide all of the possible pronoun subjects for the verb given. For example, if the verb is sind, the answers are wir, sie (pl) and Sie. Note: This assignment works well as a quiz.

Example:

1. sehen

The possible pronoun subjects for sehen are: wir, sie and Sie

1. sehen       16. hat 2. arbeitet    17. heißen 3. heißt       18. lesen 4. schwimmst   19. seht 5. machen      20. spielst 6. ist         21. mache 7. haben       22. sieht 8. schreibt    23. schreiben 9. spiele      24. hast 10. liest      25. seid 11. arbeitest  26. lest 12. schaut     27. arbeiten 13. bin        28. heiße 14. schwimmen  29. macht 15. schaust    30. schwimme

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Two More Verb Forms
Translate the following sentences into German.

 * 1) We're playing baseball, and they're watching TV.
 * 2) Do you guys play soccer?
 * 3) What are you doing?
 * 4) Helena doesn't play tennis, and Markus doesn't play volleyball.
 * 5) I don't play football or soccer.
 * 6) Thomas and Hans are playing basketball.
 * 7) We're bowling, but he's watching movies.
 * 8) Bruno's doing homework and playing football.
 * 9) Christine doesn't do homework, but she plays volleyball.
 * 10) We're playing chess.

Extra Credit: Remember "Wie geht's?" from last lesson? It's really a contraction of "Wie geht es?". Since this means "How's it going?", write out the conjugations of the regular (Best Ten Ten) verb for "to go".

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Expressing likes and dislikes
Fill in the blanks in these conversations.

A. Was ________ ___ gern? B. ____ spiele gern _________, aber ihr _______ nicht Football. Was spielt ____? A. Wir ________ gern Volleyball ____ Fußball. Sie ________ Football. B. Gut! Tschüß! A. ____ später!

A. Ich ______ Markus. ____ ______ ihr? B. ____ heiße Thomas, ____ er ______ Hans. A. ____ spielt ____ gern? C. Wir ________ Tennis _____, aber Fußball lieber. Aber am _________ spielen ____ Football. A. _______ ihr Kegeln? B. _____. Wir ________ nicht Kegeln.

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Numbers
Write in words (and say out loud) these numbers.

1) 30     2)  42     3)  9      4)  87     5)  1 6)  13     7)  20     8)  16     9)  5      10) 51 11) 4      12) 67     13) 17     14) 49     15) 70 16) 163    17) 812    18) 348    19) 975    20) 704 21) 580    22) 601    23) 596    24) 423    25) 259 26) 831    27) 647    28) 903    29) 251    30) 475

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Exact form
Write how you would say the following numerical times in German.

 * 6:08 p.m.
 * 10:26 a.m.
 * 4:59 p.m.
 * 1:32 a.m.
 * 9:44 p.m.
 * 12:09 a.m.
 * 5:12 p.m.
 * 8:47 a.m.
 * 11:52 p.m.
 * 7:30 a.m.

Fill in the blanks in this short conversation:

A. Wie _____ ____ es? B. ___ ____ Fünfzehn ____ sechsunddreißig.

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Before/After the Hour
Write how you would say these times using before/after the hour.

 * 6:45
 * 4:34
 * 8:56
 * 1:06
 * 3:15
 * 12:52
 * 10:10
 * 9:24
 * 2:42
 * 8:30

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Saying When You Do Something
Fill in the blanks in this conversation.

A. ________ ___ Baseball? B. Ja, ____ spiele _________. A. _____ ________ du _________? B. ___ Achtzehn ____ ________. (18:30) A. Prima! ____ spiele _____ Baseball ___ halb _______. (6:30) B. ____ dann! A. Tschau!

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Times of Day
Write the German translations for these English phrases.

 * 1) this morning
 * 2) tomorrow night
 * 3) the day before yesterday
 * 4) last evening
 * 5) tomorrow
 * 6) this afternoon
 * 7) yesterday
 * 8) the day before tomorrow
 * 9) yesterday afternoon
 * 10) tomorrow morning
 * 11) the night before yesterday
 * 12) tomorrow evening
 * 13) this evening
 * 14) the afternoon after tomorrow
 * 15) tomorrow afternoon
 * 16) today
 * 17) yesterday morning
 * 18) the day after tomorrow
 * 19) last night
 * 20) tonight
 * 21) the day before the day before yesterday

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Days and Months
Write the German translations for the following English words/phrases.

1) Tuesday 2) in March 3) Sunday afternoon 4) on Thursday 5) February 6) Friday night 7) Wednesday 8) in December 9) Wednesday morning 10) on Saturday 11) October 12) Tuesday evening 13) Friday 14) in August 15) Saturday afternoon 16) on Monday 17) June 18) Thursday morning 19) Sunday 20) in January 21) Saturday night 22) on Wednesday 23) July 24) Sunday morning 25) Thursday 26) in November 27) Monday evening 28) on Friday 29) May 30) Thursday afternoon

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Dates
Write out how you would say these dates in German.

 * 1) July 4
 * 2) August 27
 * 3) January 1
 * 4) May 16
 * 5) December 25
 * 6) February 29
 * 7) September 11
 * 8) October 31
 * 9) March 12
 * 10) November 7
 * 11) April 5
 * 12) June 10

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Birthdays
Fill in the blanks in these conversations.

A. ______ Tag, Frau Schneider. B. Hallo, Lisa. A. Wann _______ Sie ___________? B. ___ einundzwanzigsten Februar. ____ wann _____ du ___________? A. Ich _____ ___ achten Juli ___________.

A. ____ habe ___ vierzehnten Mai ___________. _____ _____ ihr _________? B. Ich _____ _____ im ____ ___________! Ich _____ ___ dritten ____ ___________. C. Und ____ habe ___ siebenundzwanzigsten September ___________.

A. ______ Morgen. Wie _______? B. Sehr ____. Heute _____ ich ___________! A. ______ _____ zum ___________!

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Seasons
Name the season the following dates are in.

Example. Der zwölfte Dezember ist im Herbst.
 * 1) Der zwanzigste Juli ist im _________.
 * 2) Der achte März ist im _________.
 * 3) Der vierzehnte Januar ist im _________.
 * 4) Der zweite Oktober ist im _________.
 * 5) Der sechsundzwanzigste August ist im _________.
 * 6) Der elfte September ist im _________.
 * 7) Der neunundzwanzigste Februar ist im _________.
 * 8) Der fünfte Mai ist im _________.
 * 9) Der siebzehnte November ist im _________.
 * 10) Der dreißigste April ist im _________.

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Periods of Time
Translate the following phrases and sentences into English.

 * 1) von Acht Uhr bis Neun Uhr vierzig
 * 2) von Freitag bis Sonntag
 * 3) Ich spiele von Siebzehn Uhr bis Neunzehn Uhr am Dienstag Baseball.
 * 4) Sie spielen von halb Zwölf bis Vierzehn Uhr Volleyball.
 * 5) Spielst du am Samstag von Viertel nach Zehn bis Viertel vor Zwölf?
 * 6) Wir machen von Zweiundzwanzig Uhr heute bis Ein Uhr dreißig morgen Hausaufgaben.
 * 7) von Mittag am Mittwoch bis Mitternacht am Freitag
 * 8) von dritten Mai bis vierundzwanzigsten Juni
 * 9) Ihr spielt nicht am Donnerstag und Freitag von Fünfzehn Uhr bis Siebzehn Uhr.
 * 10) Spielen Sie am Dienstag von Zwanzig Uhr bis Einundzwanzig Uhr dreißig Fußball?

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A Number of Times
Match the following English phrases with their German translations below.

English Phrases:
 * 1) __ four times a month
 * 2) __ once a year
 * 3) __ twice a morning
 * 4) __ six times a week
 * 5) __ once per weekend
 * 6) __ five times a day
 * 7) __ twice a night
 * 8) __ forty-five times in a year
 * 9) __ three times a weekend
 * 10) __ twice a month
 * 11) __ once a week
 * 12) __ twelve times a day
 * 13) __ five times a night
 * 14) __ four times a morning
 * 15) __ once a day

German Phrases: a. zweimal in der Nacht b. zwölfmal am Tag c. viermal am Morgen d. fünfmal im Nacht e. einmal am Wochenende f. zweimal im Monat g. einmal im Tag h. fünfmal in der Nacht i. dreimal am Wochenende j. einmal am Tag k. einmal im Jahr l. zweimal im Monat m. sechsmal in der Woche n. fünfmal im Tag o. fünfundvierzigmal im Jahr p. zweimal am Morgen q. viermal im Monat r. einmal in der Woche s. zweimal am Monat t. fünfmal am Tag

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Often Adverbs
Translate the following sentences into German.

 * 1) I always play soccer in fall.
 * 2) They sometimes read on Friday.
 * 3) We never watch TV.
 * 4) You guys often swim, but you only (still plural) do homework sometimes.
 * 5) We play tennis often, and we always play baseball.
 * 6) He never plays sports.
 * 7) I don't only play volleyball. Sometimes in winter, I play basketball.
 * 8) Do you play football most of the time?
 * 9) How often does she write?
 * 10) I only play soccer in the spring, not in the fall.

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Time-Related Words
Translate these phrases into German and complete the sentences to say when you have (free) time. Use standard time-telling on the odds and before/after times on the evens, when applicable.

Example. Time, Only on Monday and Wednesday from 1 p.m. to 5 p.m.

Answer: Ich habe nur am Montag und Mittwoch von Dreizehn Uhr bis Siebzehn Uhr Zeit.

 * 1) Free time, On the weekend, but not on Saturday from 2:30 p.m. to 5 p.m.
 * 2) Time, in the morning from 9:00 to 10:30 a.m.
 * 3) Time, Sometimes on the weekend
 * 4) Free time, at 10:30 on Saturday
 * 5) Time, on the 26th of April at 4:20 p.m.
 * 6) Free time, Friday afternoon.
 * 7) Free time, on Sunday, from 5:45 till midnight.
 * 8) Time, from 10:15 a.m. till 3:40 p.m.
 * 9) Free time, on Tuesday, Wednesday, Friday, and Sunday
 * 10) Time, Never

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Freizeit/Problems

title: German/Level I/Freizeit/Problems


text:
Electrodynamics/Lorentz Transformation

Fields and Forces
The forces caused by electric and magnetic fields are mostly what we can actually measure in electromagnetism. These vector quantities are related to the scalar and vector potentials as follows:

 * $$\mathbf{E} = -\nabla \phi - \frac{\partial \mathbf{A}}{\partial t}$$

 * $$\mathbf{B} = \nabla \times \mathbf{A} $$

The E is the electric field vector, and the B is the magnetic field vector. Because of these equations, electric fields are frequently called "E Fields", and magnetic fields are frequently called "B Fields". This book may use either of these notations.

Lorentz Equation
By comparison of these equations with the general expression for force in gauge theory, we find that the electromagnetic force on a particle with charge q is
 * $$\mathbf{F}=q\mathbf{E} + q \mathbf{v} \times \mathbf{B}$$

where v is the velocity of the particle. For historical reasons this is called the Lorentz force.

Relativity
Relativity is, in brief, the study of reference frames. A reference frame is a fixed coordinate system against which local measurements are taken. Consider the common example of two observers: Observer A is located on a moving train, and Observer B is standing in a field watching the train. Here is what the two observers see:

 * Observer A: Observer A sees the train as being stationary, and the field as moving.
 * Observer B: Observer B sees the field as stationary, and the train as moving.

Both observers are essentially the origin of their own coordinate system. Clearly, the two coordinate systems can be related together through some sort of transformation, that is that things that Observer A can see can be translated into coordinates according to Observer B, and vice-versa.

In linear algebra, a coordinate system has a basis, a small set of unit vectors that can be used to describe all the points in that system. If we can relate the basis vectors of Observer A and Observer B, then we can relate any point in either system to the other system.

Because basis vectors are vectors (rank-1 tensors), the transformations between them are typically matrices (rank-2 tensors).

Special Relativity is based on the idea that the laws of physics are the same in all inertial reference frames, and that the speed of light, c, is a constant regardless of the frame. An equation is said to be "Invariant under Lorentze Transformation" if it satisfies these requirements when a lorentz transformation is applied to it. We will see that the requirement of lorentz invariance is an important one in electrodynamics.

Another subject, General Relativity, expands the mathematical ideas of relativity to non-inertial frames. We will not consider general relativity topics in this book.

Lorentz Transformations
It is tempting, but naive, for us to consider only 3 basis vectors. These vectors, the spacial vectors, can be called without any lack of generality "X", "Y", and "Z". However, one of the important results from Einsteins work on relativity is that time is also dependent on the reference frame, and that therefore we need to consider all points in both space (X, Y, and Z vectors) but also in time (a T vector). All our vectors then have a length of 4, and our transformation matrices must be 4×4 matrices. A 4×4 transformation matrix that uses three spatial coordinates and 1 time coordinate is known as a lorentz transformation matrix, or simply a "lorentz transformation".

If we have two coordinate systems, (X, Y, Z, T), and (X', Y', Z', T') and they are non-inertial systems, we can relate the two systems using the L transformation functions:

 * $$X' = L_X(X)$$
 * $$Y' = L_Y(Y)$$
 * $$Z' = L_Z(Z)$$
 * $$T' = L_T(T)$$

Now, if each element X', Y', Z', and T' are linearly related to X, Y, Z, and T, we can convert L into a matrix:

 * $$\begin{bmatrix}X' \\ Y' \\ Z' \\ T'\end{bmatrix} = \mathbf{L}\begin{bmatrix}X \\ Y \\ Z \\ T\end{bmatrix}$$

As we can see from this equation, if we are going to apply a Lorentz transformation to a coordinate system, the coordinates must be specified in vectors of length 4. We will call all vectors with a length of 4 a "four vector". We will discuss four vectors in a later chapter.

Inertial vs. Non-Inertial Frames
An inertial frame is a frame with no net acceleration. Consider the case above with the two observers, Observer A, and Observer B. Observer A is on a train, and Observer B is looking at the train from a distance. If the train is moving at a constant speed and in a straight line, then the two frames are inertial. However, if the train is accelerating or decelerating, or if the train is not moving in a straight line, then the two frames are non-inertial.

The study of inertial frames is a field known as Special Relativity. The study of non-inertial frames is known as General Relativity. In this book, we will consider special relativity only.

Ohm's Law
The continuum form of Ohm's Law is only valid in the reference frame of the conducting material. If the material is moving at velocity v relative to a magnetic field B, a term must be added as follows:

\mathbf{J} = \sigma \cdot \left( \mathbf{E} + \mathbf{v}\times\mathbf{B} \right) $$

The analogy to the Lorentz force is obvious, and in fact Ohm's law can be derived from the Lorentz force and the assumption that there is a drag on the charge carriers proportional to their velocity.

title: Electrodynamics/Lorentz Transformation


text:
Civ/Sid Meier's Alpha Centauri/Facility Index

The cost of each facility is given in "rows". The number of minerals for a human player with 0 industry is 10, so an Aquafarm, with its 8-row cost, is usually 80 minerals.

Aerospace Complex

 * Prerequisite: Doctrine: Air Power
 * Mineral rows: 8
 * Maintenance cost: 2

Adds +2 morale to air units built at this base, increases base air defense by 100%, allows base to construct and receive the full benefits of satellites.

Aquafarm

 * Prerequisite: Progenitor Psych
 * Mineral rows: 8
 * Maintenance cost: 1
 * Alien Crossfire only

The Aquafarm increases the nutrient output of every kelp farm at that base by one.

This facility is most useful when a tightly packed sea-base spacing is used, and if you really need to maximize production from worked tiles it can help keep a small base eating well, even when mostly specialists. The main negatives are that despite coming early in the tech tree, you won't be able to reap the benefits until after Gene Splicing lifts the nutrient restrictions, and the large mineral cost, combined with a per-turn upkeep, mean that this facility may be a waste of precious minerals to build, and even more precious cash to maintain until at least after Tree Farms — by which point you probably will not be short of nutrients anyway. The case for building them in sea bases is even worse, as sea bases normally are so rich in nutrients, that any more is purely a waste.

Having said that, if building an Aquafarm allows you to increase the base size, then it may pay for itself in the long term, although if it allows one specialist (producing +2 of something) it will require 160 turns to cover its costs, or with 2 extra specialists 53 turns. If the Aquafarm allow you to use two extra second-tier specialists (that is, if you are working four tiles with kelp), the construction costs can be regained in only 18-25 turns, and then anything after that is profit.

This is bad practice in terms of turn advantage, though; sea bases are notoriously short of minerals, and an 8-row facility is going to block up your build queues for a few years. A single trawler on a kelp tile will offer just about the same benefits, for half the mineral cost and no upkeep.

Bioenhancement Center

 * Prerequisite: Neural Grafting
 * Mineral rows: 10
 * Maintenance cost: 2

Adds +2 morale to conventional units and +1 lifecycle to psi units.

Biology Lab

 * Prerequisite: Centauri Empathy
 * Mineral rows: 6
 * Maintenance cost: 1

+1 Lifecycle for Native Life, +2 Labs/turn

There's only one reason to build a Biology Lab, and that is for the +1 Lifecycle Native Life gets when built here. Without a decent level of Lifecycle, your worms and locusts will just get mashed. If you are planning on pursuing an all-worm strategy, these facilities are your Command Centers. The comments about Command Centers apply equally here, but more so, as Morale/Lifecycle is much more important in psy-combat.

The +2 Labs per turn is insignificant unless you're planning on building them everywhere, but I don't recommend the investment in these for the purpose of boosting your research. Paying 1 ec/turn for 2 Labs/Turn may sound like a good deal, but with your six rows of minerals (worth about 120 ec) you could have built two crawlers, which I guarantee will be able to crawl you more energy than the +1 you gain from just the Biolab (which will make a profit in the 123rd turn after its built)

Brood Pit

 * Prerequisite: Centauri Genetics
 * Mineral rows: 8
 * Maintenance cost: 2
 * Alien Crossfire only

The base gets a +1 lifecycle bonus for aliens and decrease cost of breeding aliens by -25%. Negative lifecycle effects are canceled inside this base. Also the base gets +2 police rating.

Centauri Preserve

 * Prerequisite: Centauri Meditation
 * Mineral rows: 10
 * Maintenance cost: 2

Decreases Eco damage and adds +1 lifecycle bonus.

Children's Creche

 * Prerequisite: Ethical Calculus
 * Mineral rows: 5
 * Maintenance cost: 1

This facility provides +2 Growth and +1 Efficiency. Any units defending the base ignore negative Morale penalties and take +1 Morale instead. Units that already have +1 Morale or better do not benefit.

Everyone knows the importance of looking after the children. For a mere 50 minerals (Roughly = 100 ec) plus 1 ec/turn (Which the +1 Effic often gives back to you from reduced inefficiency losses) you have given yourself (with most factions) the ability to pop-boom. Even without the other bonuses, the +2 Growth is easily worth twice the current cost of the facility. Say, for example, that we build the Creche in one of our little size 4-5 bases in turn 30, expecting to end the game around turn 130 (conservative estimates indeed) so we have to pay the equivelent of 200ec all together over those 100 turns, which is about 2 ec/turn. Here comes the good news. Even without pop-booming, the extra +2 Growth will (assuming there's always enough food) make the base grow so much faster, that often in the long run the extra income from a getting a larger base x turns earlier than otherwise more than pays for the production and maintainance with the profit gained over a base growing without a Creche.

Assume the Creche makes the base grow to each size 1 turn faster. Assume also that each extra poppoint is worth a 2-2-2 tile (nothing special) which has an estimated ec-value of 6. Now with a 50/50 Labs/Economy split, that's 3 extra ecs each time the base grows one turn earlier (ignoring the other benefits). So, the first growth comes 1 turn earlier, the second comes 2 turns earlier... till the tenth comes 10 turns earlier. That's a total of (1+2+3+4+5+6+7+8+9+10) x 3 = 165 extra ecs gained in the growth of the base compared to one without a creche. Ok, then we have to pay for the creche, and that costs an estimated 200ecs over our 100 turns or so, so we only make a loss of 35 ecs. However... what if the base grows more than only one turn faster? Depending on the base set-up, its possible to rake huge profits here by growing 2 turns faster each time (130 ec/base = 1.3 per turn) or 3 turns faster to the next size (295 ec/base = 2.95 ec/turn)

And that's without figuring in the other advantages of more population, namely council votes and score.

Not to mention how much you can gain by going from size 5 to size 14 in only 9-10 turns, in which case you are Popbooming, and the maths becomes irrelevant. If you're going to pop-boom, time your construction so that all your bases are finishing the Creches about the same time, then flick over to Democratic/Planned and enjoy the glory of +6 Growth.

Command Center

 * Prerequisite: Doctrine: Mobility
 * Mineral rows: 4
 * Maintenance cost: variable1

This facility provides +2 Morale to land units produced. Land units end their turn here are automatically restored to full strength the next turn.

For a small cost you can make your units 25% better in combat. You can see how that might be useful in a prolonged war. There's a big "but..." implied here though, and that is whether or not the time and minerals needed to build Command Centers in every base are well spent.

Consider you intend to start an early war using Laser or Impact Rovers. The aim of an early war is to rush a nearby opponent before he or she can get their defenses ready. If you delay your war long enough to build Command Centers (say 4 turns in a size 3 base with Recycling Tanks working 3 forest tiles) your intended target has time to prepare. There's nothing more embarrassing than a failed rover rush.

So, what else could you do with 4 rows of minerals instead of building a Command Center?

You could build four 1-1-1 infantry units or two 1-1-2 rover units to upgrade into real attack troops. In this case, you'd better be playing a high-support faction. For a high-cash faction, it's much better to have smaller numbers of better troops.

Don't automatically build the Command Centers before building the troops. If you're planning on attacking Morgan or Zakharov, it's usually unnecessary to pump up your Morale. It's far better to attack these Builders early before they can get ahead in tech, and your 4-1-2 rovers find themselves attacking 1-3-1 ECM units behind Perimeter Defenses. If you want to take on Cha'Dawn or Deirdre, then that extra Morale may just save you while you fight the inevitable Mind Worms.

The catch: Command Centers will cost you 1 energy per turn each. If you're playing as Yang, with his -2 Economy, then this may be a bridge too far. Of course, Yang can run Wealth to counter his -1 energy per base, but this is not an option because it reverses the effect of the Command Centers. You gain 1 Energy, pay it to the Command Center, which gives you +2 Morale, which in turn is taken away by the Wealth. Sure, you get +1 Industry, but that will save 4 minerals from the cost of your rather expensive and pretty useless Command Centers.

But, and here's the rub, against the AI you can be pretty sure of snagging The Command Nexus, and getting one free in every base. Of course, this is only a good deal if you have 5 or more bases.

[1] The upkeep of your Command Centers starts at 1 and increases according to the best Reactor strength you have. For example, upon discovery of Fusion Power, Command Centers will cost 2 energy per turn to maintain.

Covert Ops Center

 * Prerequisite: Pre-Sentient Algorithms
 * Mineral rows: 10
 * Maintenance cost: 2
 * Alien Crossfire only

Probe Teams get 2 morale upgrades and gets a +2 probe rating.

Energy Bank

 * Prerequisite: Industrial Economics
 * Mineral rows: 8
 * Maintenance cost: 1 (0 with discovery of Quantum Machinery)

The Energy Bank adds +50% Economy at the base.

As long as you're making good money anyway, it can't hurt to make a bit more. Energy Banks are always worth having, especially if you can get one in every base for free with The Planetary Energy Grid (Alien Crossfire only). However, there are two questions to ask yourself before building an Energy Bank: "Will it give me a profit?" and "What else could I be building?"

Firstly the profit question. An Energy Bank gives you +50% Economy, at a cost of 1ec/turn. So if you're producing 2 Economy (not total energy, just Economy) at that base, you will gain 1 energy/turn at a cost of 1 energy/turn — not such a great deal. With 4 Economy at that base you gain 2 energy/turn which means it will only take 160 turns to cover the value of the minerals involved in building the Energy Bank. Of course, the base will grow, and the returns will improve over time, so the sooner you build one, the quicker you'll make the money back. Energy Banks are like a stock exchange: you put some cash in now, and hope the company goes up, and stays up long enough for you to profit from it. So, as with all facilities that improve the base's mineral or Economy production, the sooner you build an Energy Bank, the more you will gain from it.

However, building too many facilities early on is going to kill your horizontal growth in favor of vertical growth. Which is better, 5 bases with Energy Banks now, or 15 bases with Energy Banks later? Instead of increasing the Economy of your bases by 50%, why not increase the number of your bases by 50%?

What else could we have built in the same time with those 8 rows? A Colony Pod, 2 Formers to develop the new base, and a 1-1(t)-1 unit to protect it? Recycling Tanks and a Crawler? Two Colony Pods and 1-1(t)-1 units to protect them? If every base did that instead of building an Energy Bank, you'd increase the number of bases by 200%.

So, we must decide between building early to get more cash for rush buying to speed a later but faster expansion, or building later, to expand faster in the first instance, but to get less efficient use from our Energy Banks. There really are a lot of factors to consider here, such as which faction, Social Engineering settings and map you are using, but with the exception of Morgan, it may be wiser to use those 8 rows in the early game to get more stuff on the map instead of more credits in your pockets. Morgan on the other hand has poor Support and high energy in the base square (easily gets 8+) so he can build Energy Banks as soon as he is running Free Market/Wealth and really rake in the cash. Morgan can easily get 16 energy at a size 3 base, which with the default 50/50 Economy/Labs split allows an Energy Bank to make a net profit of 3 energy/turn – only 53 turns at that rate to earn the value of the Bank back, and most probably less, and help to fuel a rush-buying frenzy that only Morgan can get away with.

Flechette Defense System

 * Prerequisite: N-Space Compression
 * Mineral rows: 12
 * Maintenance cost: 2
 * Alien Crossfire only

There is a 50% chance that a normal missile will be shot down if it comes near the base. It also can shoot down more powerful missiles like Planetbusters 50% of the time. The more you have, the more chance you have. (50% to shoot down, if he lives, another 50% to be shot down by the second)

Fusion Lab

 * Prerequisite: Fusion Power
 * Mineral rows: 12
 * Maintenance cost: 3

Labs and Economy is increased by 50%

Genejack Factory

 * Prerequisite: Retroviral Engineering
 * Mineral rows: 10
 * Maintenance cost: 2

You gain an extra 50% minerals at this base, but you get 1 more drone at the base and you’re more vulnerable to mind control.

Geosynchronous Survey Pod

 * Prerequisite: N-Space Compression
 * Mineral rows: 16
 * Maintenance cost: 4
 * Alien Crossfire only

Sight Radius of the base is now 3. They also count as sensory array so you get +25% defense. They can be destroyed by Orbital Defense Pods and Probe Teams.

Hab Complex

 * Prerequisite: Industrial Automation
 * Mineral rows: 8
 * Maintenance cost: 2

The Hab Complex increases the population limit of the base by seven.

What is there to say? Every base needs one to grow above size 7 except those of Lal (size 9) and Morgan (size 4). If you're at all interested in vertical growth, then you'll have to build some eventually. Having said that, Jamski has won a game on Transcend using the Gaians without building any, and won Diplomatic Victory in 2180. Lots of smaller bases with crawlers and specialists can perform very well in the early and middle game, and aggressive play in this period can ensure that your "swarm techniques" end up saving you the trouble of building the 8 rows and paying the 2 energy/turn needed for the Hab Complex.

The most important consideration when building Hab Complexes is timing. You don't want one sitting around in a size 5 base for turns and turns costing you money for no reason. In an ideal world you'd look to see how many turns until you grow to size 8, and time the Hab Complex to be either finished then, or at least in a position for you to rush it then.

Also, it's hardly worth the cost for bases that will only grow to size 8 and then stop. If you're really packing them close together and concentrating on boreholes and mines, this happens pretty often. You'll be paying 2 energy/turn for an extra worker, who as number 8 will be born a Drone, even on Citizen level. Consider it, and don't stick them everywhere, even in size 4 bases that were not growing because "I might get enough satellites up there eventually".

Habitation Dome

 * Prerequisite: Super Tensile Solids
 * Mineral rows: 16
 * Maintenance cost: 4

Allows your base to grow beyond 14. Note: You need Hab Complex first.

Headquarters

 * Mineral rows: 5
 * Maintenance cost: 0

This facility can be moved, you can only have 1. You get +1 energy at the base and you have ZERO inefficiency. And enemy Probe Teams cannot try to Mind Control.

Hologram Theatre

 * Prerequisite: Planetary Networks
 * Mineral rows: 6
 * Maintenance cost: 3

A Hologram Theatre adds +50% to Psych, and quells 2 Drones.

If you didn't get the Virtual World, you're going to need deep pockets here. Unless you're playing on one of the easier levels, you will need to suppress your Drones somehow. You may think the Virtual World is expensive for a Secret Project you can build very early, but those 300 Minerals = only 5 Hologram Theatres, and you don't have to pay the upkeep (although you wil have to build some Network Nodes, which you were planning on doing anyway, right?

Hologram Theatres are expensive, and before you blindly build them, its always worth considering if there's another way of dealing with your Drones. First alternative are Recreation Commons – they cost less to build, they only cost 1 energy/turn but they don't give extra Psych. Second alternative is to use more Police, either more units, or a different Social Engineering setting. Third alternative is to increase Psych spending on the Social Engineering screen, and the fourth easy option for those early game Drones is to use specialists.

There's a fifth option, which is to play as Lal and pinch the Human Genome Project, in which case Drones will be a non-issue even on Transcend level. In this case Hologram Theatres are a waste of time and money.

In most situations you might be better advised to crawl 2 extra nutrients and make someone a doctor than to spend 6 rows of minerals up front (roughly = 120 ec) and then another 3 energy/turn. There's only a short window in which Holo Theaters are worth it, but when Tree Farms (also +50% Psych) and Research Hospitals (+25% Psych and -1 Drone) come along then I'd build them instead. You'll end up having to shove some energy into Psych at some point in most games anyway, there's no need to be ashamed of it.

Anyway this is about facilities, not Drone control, and of all the facilities in this category, Hologram Theatres are the worst value. They do a good job, but not at those prices, and not in my early game build queues. There's plenty of reasons to get them free with the Virtual World, though.

Hybrid Forest

 * Prerequisite: Planetary Economics
 * Mineral rows: 24
 * Maintenance cost: 4

You get +1 Energy and Nutrient from forests. You get an extra 50% psych and economy. It removes eco damage from terraforming 100% (You need Tree Farm first before you can build this).

A must have since, you can get 3/2/2 resources from forests!

Nanohospital

 * Prerequisite: Homo Superior
 * Mineral rows: 24
 * Maintenance cost: 4

Psych goes up 25%, labs go up 50% and the amount of drones goes down by 1. Helps prevent population loss by disease or genetic warfare.

Nanoreplicator

 * Prerequisite: Matter Editation
 * Mineral rows: 32
 * Maintenance cost: 6

Mineral output goes up by 50%.

Naval Yard

 * Prerequisite: Doctrine: Initiative
 * Mineral rows: 8
 * Maintenance cost: 2

This facility provides +2 Morale to naval units produced. Naval units that end their turn here are automatically restored to full strength the next turn.

Ouch. Big ouch. I'm not convinced of the economics of Command Centers, unless you can get them free with the Command Nexus, and Naval Yards not only have a more limited application (Everyone except the Pirates will build many less naval units than land and air units) but they also require twice the upkeep costs. Unless you get The Maritime Control Center and get them for free, or you feel you really must take on the Pirates before Doctrine: Airpower, you are simply foolish to build these. Actually, if you want to make a big enough navy to take on the Pirates at surface level, you're pretty foolish too. They get these Naval Yards for free, and can capture the ships you so expensively trained up. If the Pirates are not in the game, then who exactly did you want to use all these +2 Morale foils and cruisers against anyway? By the time there's enough sea bases in the game that its worth training your navy to attack them, its also late enough that you have noodles and choppers, which do a much better job.

Use those 8 rows to build a couple of Foil Probes if you really have to muck about in the water, and then spend the cash you saved on causing a few problems for some other fool.

Nessus Mining Station

 * Prerequisite: Self-Aware Machines
 * Mineral rows: 12
 * Maintenance cost: 0

At EVERY base, you get an extra +1 mineral, but in bases where you do not have an Aerospace Complex, the effects are halved. You need Aerospace Complex to build these. You can place more than 1 Nessus Mining Station.

Network Node

 * Prerequisite: Information Networks
 * Mineral rows: 8
 * Maintenance cost: 1 (0 with discovery of Self-Aware Machines)
 * Adds +50% to Labs, allows Alien Artifacts to be linked for tech.

They're not cheap, and despite what the Datalinks say, they cost 1 energy/turn, not zero, which is a shame. If you play as the University, you get one in every base for free. They are also the prequisite for some of the later and greater tech boosting facilities, and they link up with two different Secret Projects (The Virtual World and The Network Backbone) to become even more useful.

If you're playing as the University you can skip this, but the other factions are almost forced to build them in order to try and match the Uni's tech speed. They get a basic +2 Research on the Social Engineering table, making their tech costs 20% lower, and the free Nodes make them reach that lower target 50% quicker. They get you coming and going, so the other factions are obliged to try to do something about it.

Like their sister facility, the Energy Bank, they need to be built at the right moment. They'll cost you 1 energy/turn so unless they'll give you at least 2 extra labs/turn you're not making a profit. That means bases that are producing a basic 4 labs/turn or more will start to feel the benefit, or even at 2 labs/turn its worth considering for factions with low Efficiency ratings if they have lots of cash, but slow tech. Build your Nodes too early, and you are throwing away expansion for little or no return. Build them too late, and someone else will out-tech you. Either build them in core bases just after getting Industrial Automation and getting the basic Crawler infrastructure out and building whatever early game Secret Projects you might want, or to try and get them built quickly before Industrial Automation so they don't stop you from filling your build queues with crawlers.

Network Nodes have some other nice effects. They prevent the bad random event from happening when you lose all accumulated labs, and instead give you a chance of getting the random event where "A Network Node reports a technological breakthrough" and you get the tech currently being researched.

They also allow you to 'cash in' alien artifacts for an extra tech.

Orbital Defense Pod

 * Prerequisite: Self-Aware Machines
 * Mineral rows: 12
 * Maintenance cost: 0

50% of all missiles will get destroyed if they try to attack ANY base. To stop a Planet Buster, an Orbital Defense must be sacrificed.

Orbital Power Transmitter

 * Prerequisite: Advanced Spaceflight
 * Mineral rows: 12
 * Maintenance cost: 0

At EVERY base, you get an extra +1 energy, but the effects are halved in bases where you do not have an Aerospace Complex. You need an Aerospace Complex to build these. You can place more than 1 Orbital Power Transmitter.

A Sky Hydroponics Lab will probably be more useful.

Paradise Garden

 * Prerequisite: Sentient Econometrics
 * Mineral rows: 12
 * Maintenance cost: 4

Two extra talents at the base.

Perimeter Defense

 * Prerequisite: Doctrine: Loyalty
 * Mineral rows: 5
 * Maintenance cost: 0
 * Adds +100% to base defense.

The Hive get free Perimeter Defenses, which is a strong argument for playing them. In the early game they have immense value. Before Synthetic Fossil Fuels, the common early wars will be Impact (4) weapons against Synthmetal Armor (2) or Plasma (3) armour. Plasma armour behind a Perimeter Defense is not going to be pushed out by Impact Rovers so easily. In fact, with just the first Impact Rover destroyed attacking your Perimeters, the minerals/ecs lost by your opponent are already nearly equal to what the Perimeter cost you, not to mention the fact that you just saved your base. This tends to dissuade human opponents from even attacking. You're threatening them with losing before they even attack you.

Of course its not that simple, because the threat of one Impact Rover probably will cause the defender to build more than just one Perimeter Defense, since if the attacker sees one base is protected and another is not, which is he likely to go for? And if you have to build 5 or 6 Perimeters to scare off a couple of rovers, the attacker has won a material victory. He's made you spend 250-300 minerals and the build queues of half a dozen bases for his cost of 50-60 minerals and two build queues. So turn this on its head, and you have another use for Perimeter Defenses – making your opponents build them. The game is so balanced that the attacker will almost always have the advantage without Perimeters, and the defender the advantage with Perimeters.

If you have the minerals to spare, The Citizens' Defense Force is one of the more expensive Secret Projects. Most "put a facility in every base" SPs cost the same as (5 x facility), but the CDF at 350 minerals costs (7 x facility) It does have the advantage of putting a free Perimeter Defense in every base though, helping when expanding ino dangerous areas and may save you cash compared to the usual cat & mouse game between the attacker and the defender. Compared to the other SPs up for grabs at this level. I'd rather take the Empath Guild, PTS or Virtual World though.

Generally, Perimeter Defenses are nice things to have. They're cheap, cost no upkeep and can save your bases. The one warning I would give is that they should only be built in the bases that will need them, as they do still take up the 5 rows that could otherwise be used to build facilities or units that will then return nutrients, population, energy and minerals back to you and make you more powerful in the long run. Remember, the sooner you build these facilites and units, the better, while a Perimeter Defense is just as good if it was built the turn before the attack or 100 turns before.

Pressure Dome

 * Prerequisite: Doctrine: Flexibility
 * Mineral rows: 8
 * Maintenance cost: 0

Counts as a recycling tank. Prevents base from submerging when the terrain changes. (Base will turn into a naval base.)

Psi Gate

 * Prerequisite: Matter Transmission
 * Mineral rows: 10
 * Maintenance cost: 2

Allows one unit to teleport to -or- from another base with a psi gate per turn.

Punishment Sphere

 * Prerequisite: Advanced Military Algorithms
 * Mineral rows: 10
 * Maintenance cost: 2

Quells all drones at this base with the penalty of -50% labs and no talents.

Might be useful in a recently conquered base, if you manage to rush it before the drones start rioting.

Quantum Converter

 * Prerequisite: Quantum Machinery
 * Mineral rows: 20
 * Maintenance cost: 5

Adds +50% minerals production at this base. Cumulative with similar facilities.

Quantum Lab

 * Prerequisite: Quantum Power
 * Mineral rows: 24
 * Maintenance cost: 4

Adds +50% labs and energy production at this base. Cumulative with similar facilities.

Recreation Commons

 * Prerequisite: Social Psych
 * Mineral rows: 4
 * Maintenance cost: 1 (0 with discovery of Sentient Econometrics)

Quells 2 Drones.

Unless you're playing on one of the "baby" levels, or you are using at least +2 Police per base, you're going to have to find some way of dealing with Drones in the early game. Of all the facilities available, Recreation Commons give the best cost:effect ratio, and are available with one simple starting-level technology, Social Psych. A 1-1-1(police) unit is actually a lot quicker/cheaper to build, and with decent Support on the SE table won't cost you anything in upkeep, but not everyone has the ability to use Police.

Now let's look at the numbers. Recreation Commons are actually one of the biggest production-boosting facilities. They enable 2 more tiles to be worked or two more useful (i.e. non-Doctor) specialists to be made in the base. Before restriction lifting that's a possible extra 4-4-4 against the initial cost of 40 minerals ( = 80 ec ) + 1ec/turn. Assuming maximum energy and mineral production from the two workers (and the food is a bonus) then it will take only 7 turns before the facility is making a mineral/energy profit for you. And a big one too, with a possible converted ec value of 11 ec/turn – all before restriction lifting. After lifting you can double that value. Very few facilities offer such huge gains from such moderate outlays.

All factions benefit from the use of Rec Commons. Police-based Drone quelling is limited in the numbers it will subdue, and Psych spending cuts into your Econ and Labs at 4 times the cost of a Rec Commons (although other facilities will make Psych spending more efficient in the long run) The trick, as always, is in the timing. Ideally a base should build the Rec Commons exactly one turn before it will grow to a size where Drones would riot, or exactly one turn before building a new base that will push you over another Bureaucracy Limit and give you a B-Drone in that base. Always try and stop Drone Riots before they happen. Losing a whole turn of production is no way to win a game, especially against human opponents. There's ALWAYS time to check your bases before pressing "End Turn".

Recycling Tanks

 * Prerequisite: Biogenetics
 * Mineral rows: 4
 * Maintenance cost: 0

The Recycling Tanks provides +1 nutrient, mineral, and energy per turn in the base square of the base it is built. The Pressure Dome can serve the same function as a Recycling Tanks but also protects the base in case it gets submerged in the sea...but it costs twice as much to build. Sea bases are automatically equipped with a Pressure Dome (so Svensgaard will rarely have to worry about Recycling Tanks).

The Tanks seem modest at first glance, but they are essential facilities; every base should have one as soon as it can get it. Some consider the Tanks so essential that they will rush-build it the very turn a base is built if they can, even if the base is undefended. It pays for its mineral cost in 40 turns, assuming no Industry bonuses or penalties, while providing free nutrients and minerals all the while, and everything after those 40 turns is profit. The extra resources can also be multiplied by facilities, so the small amount the Tanks contributes each turn will still be significant later in the game.

Imagine we have a size 1 base on land which is producing a total of 4-4-4. Adding a Recycling Tank to the base is a 25% increase for all the base's production and income. Not bad, for a facility that's so cheap, and requires no upkeep. Look at it another way — your first 4 bases with Recycling Tanks will be as productive as 5 bases without Recycling Tanks.

Of course, you don't want to tie up your build queues early in the game with expensive facilities when you should be scouting, Mind Worm hunting, Colony Pod rushing and former flooding. Therefore, the best way to build Recycling Tanks is probably to rush them using the free minerals1 on the very turn you found a new base. The cost is somewhere around (40-10) = 30 minerals, assuming the base can produce 4 minerals per turn, so that's only 26 minerals that you need to buy, which will cost about 52 energy to rush with normal Industry. The Recycling Tanks will only take 15 turns to pay off the rough equivalent of that cost, while increasing the growth, research rate, and speed of production immediately. More growth and more production mean the next base will be planted perhaps a turn sooner. That adds up in the long term to big savings and more turn advantage, and after only 15 or so turns, you're making pure tax-free profit from your rush building.

A nice side effect of Recycling Tanks is that a size 3 base with Recycling Tanks can work 3 forest tiles for 6 nutrients, ensuring no waste. Before restriction lifting, this is one of the more efficient base builds, especially if you can manage 3 forests on a river. Without the Tanks, the base would have to use a farm or crawl one nutrient, costing you either a mineral or an energy credit, or an extra turn for the next citizen and wasted nutrient production.

[1] Won't work so well with Democratic; otherwise, the ten free minerals are pretty nice.

Research Hospital

 * Prerequisite: Gene Splicing
 * Mineral rows: 12
 * Maintenance cost: 3

Adds +50% Labs, +25% Psych, quells 1 Drone.

This facility is always a problem. It comes with Gene Splicing and heralds the end or the true "Early Game" with the lifting of the restriction on nutrient production. Those size 3-4 bases start growing a bit, you have a decent infrastructure and now you're faced with the choices offered by the first of the "second tier" facilities1. Here is the moment when you really have to decide what direction you want to build in. Do you want to go upwards, or outwards?

If you want to go outwards, then leave the Research Hospitals for now, apart from those bases you may have identified as science bases. Crawling farms/condensors now that the restrictions are lifted can really give you the nutrients needed for a very rapid expansion horizontally. Research Hospitals are expensive to build and maintain, and you want to preserve outward momentum at this point, not shut up shop and enter "turtle mode" The 12 rows of minerals needed means you can't simply rush one at every base and then continue expanding, as you can with Nodes and Energy Banks. You'll have to sit and build for 4-5 turns even with a great cash supply. If you want to build vertically though, this is generally a good time to take your foot off the "colony pod/former/scout patrol" pedal and start to really develop your bases.

This bears repeating: They're not cheap. And they keep costing you 3 ec/turn too, so don't build them unless you can afford them. They do boost production in 3 different ways though, so in a large enough base (never build in a small base) they more than pay for themselves.

Firstly the +50% Labs. Let's assume a nice size 4 base with the basic facilities already in place, with 2 energy from each population, and say 4 from the base (a moderate estimate) for 12 base energy. Then let's take again the default 50/50 Econ/Labs distribution. In this case, the Research Hospital is going to give you 3 Labs/turn at a cost of 3 ec/turn. No loss, no gain either.

However, when that size 4 base grows to size 5, let's imagine that it develops another Drone, which is then quelled by the Research Hospital. We now have to include the added productivity of an extra worker (let's put him on a forest for 1-2-2) which (ignoring the nutrients) is worth 6 ec/turn. This defrays the upkeep cost of the Hospital, returns 3 ec/turn to our pockets, and gives us an extra 0.5 Labs/turn (a whole +1 Labs/turn, with the Node that the base should already have) As the base grows past size 5, you may have to spend on Psych to keep them happy in there, so the 3rd bonus comes into play, of +25% Psych.

So, the timing of Research Hospitals is pretty simple. You should aim to have them built the turn before reaching size 5 if running an FM using faction, and any time between sizes 5 and 7 if using Police under Planned or Green and planning on "turtling" for a bit, or if you are planning on spreading like xenofungus before simply crushing everyone, its best not to build them at all. Do one thing, and do it well, its better than messing them both up.

One final thing to note – A Research Hospital stops outbreaks of Prometheus Viruses and Planet Blight at that base.

[1]Assuming a normal tech progression to Industrial Automation, then restriction lifting, then Doctrine: Air Power

Robotic Assembly Plant

 * Prerequisite: Industrial Nanorobotics
 * Mineral rows: 20
 * Maintenance cost: 4

Adds +50% minerals production at this base. Cumulative with similar facilities.

Skunkworks

 * Prerequisite: Advanced Subatomic Theory
 * Mineral rows: 6
 * Maintenance cost: 1

Building prototype units at this base does not cost extra minerals.

It may be useful to build a Skunkworks in a base with a morale-boosting facility, if you can afford to set aside a major base for building prototypes, instead of building secret projects.

Sky Hydroponics Lab

 * Prerequisite: Orbital Spaceflight
 * Mineral rows: 12
 * Maintenance cost: 0

Adds +1 nutrients to every base. Bonus halved for bases without Aerospace Complexes and cannot exceed the size of the base. Can be built any number of times.

Stockpile Energy

 * Mineral rows: 0
 * Maintenance cost: 0

Converts minerals to energy at a rate of 2 minerals for each point of energy

Subsea Trunkline

 * Prerequisite: Planetary Economics
 * Mineral rows: 12
 * Maintenance cost: 4
 * Alien Crossfire only

Increases minerals by 1 on every square (in the sea).

Subspace Generator

 * Prerequisite: Singularity Mechanics
 * Mineral rows: 60
 * Maintenance cost: 5
 * Alien Crossfire only

Only aliens can build these. If you build 6 generators each in a base with a population of 10 or more, you win the game.

Tachyon Field

 * Prerequisite: Probability Mechanics
 * Mineral rows: 12
 * Maintenance cost: 2

Like perimeter defense, but more powerful & higher maintenance cost.

Temple of Planet

 * Prerequisite: Secrets of Alpha Centauri
 * Mineral rows: 20
 * Maintenance cost: 3
 * The Voice of Planet must have been built by you or any other faction.

Thermocline Transducer

 * Prerequisite: Adaptive Economics
 * Mineral rows: 8
 * Maintenance cost: 0
 * Alien Crossfire only

+1 Energy from Tidal Harnesses

First thing to note is that before you lift the restriction on Energy Production, this is completly useless to you. Don't build it. Don't even think about the idea of building one. You can't get more than 2 energy per tile1 until Environmental Economics even if you are Morgan running FM and Wealth with the Merchant Exchange.

After Environmental Economics, however, a facility that gives +1 energy per square with no upkeep costs sounds too good to be true. It's not. Rush one in any base that is working 2 or more Tidal Harnesses. It will take a while till you are actually in profit from it, but it can also be used as a way to convert minerals to energy cheaply if you let it build naturally. If you are working 5 tiles with Tidal Harnesses, it will only take 32 turns until the mineral cost of the facility is returned to you as energy to do with as you wish. (Much less time if you have decent Industry and didn't pay so much in the first place)

Any base that is sea energy based would be stupid not to build one of these. Coastal bases with only 1-3 Tidal Harnesses would probably not always recover the cost of building the facility between the lifting of restrictions and the end of the game. Better to build those Treefarms, I'd say.

Tree Farm

 * Prerequisite: Environmental Economics
 * Mineral rows: 12
 * Maintenance cost: 3

Adds +50% Economy, +50% Psych, +1 Nutrient in Forest tiles.

Coming two techs after Gene Splicing and the Research Hospital comes the Tree Farm, and the lifting of the energy restrictions. Just one tech before, your mineral restriction was removed, and all your 2-mineral crawlers moved off the forests and onto the mine/road/rocky tiles you cunningly had just prepared with this tech in mind, and doubled their production to 4 mins/turn. As a result you suddenly hear*pop* and you know its time to start with the Tree Farms. For my mind, this marks the end of the true "Early Game" and the beginning of the "Mid Game", where all tiles can now be used to their full effects, and all terraforming enhancements are possible except magtubes and soil enrichment.

Ok, first of all the main reason to build these facilities is not for the extra Econ or Psych. What we are after is the extra nutrient from our forests, (they should be everywhere by now) which will give us the +2 nuts/turn we need for a popboom. If we're playing a faction that needs a Golden Age to popboom, then view the +50% Psych as the game telling you to get into the SE screen and push that central slider to the right.

Like Research Hospitals, they boost income by 50%, in this case for Psych and Econ, the other two of the three energy categories, and in the same way they cover their own costs, as long as the base is producing a base 12 energy after ineffieciency, with anything else being profit. Tree Farms, however, are the one facility where I'm inclined to ignore the maths. The extra nutrients translate into extra growth, which is always good – see my comments on Children's Creches. If you want to count every last ec though, then I'd say that the only bases that are really too small to build a Tree Farm are any bases under size 4 which are not directly working either at least 2 forested rivers, or at least two forests under FM.

The "hidden" effects of Tree Farms are also worth considering. Each Tree Farm built increases the number of "clean minerals" for all your bases by one, as long as it was built after the first fungal *pop* and also reduces the Ecodamage at that base caused by terraforming within the base radius.

There's only two instances where I would consider not building Tree Farms as soon as they became available. Either if I was still pumping units for an expansion or a war, or if I was running towards a future "All Specialists" strategy, which was using only advanced terraforming instead of any forests.

''Some of this content was originally written by Jamski on Apolyton and has been modified from its original version, which can be found here. Used with permission.''


text:
Talk:Electrodynamics

 * "In this section we will begin by stating the basic equations of electromagnetism --in terms of the four-potential, valid in special relativity-- then see how this reduces to the simple rules governing electricity and magnetism we learnt in school.

 * "Approaching the subject this way means you will be aware of the appproximations in the simple rules."

Unlike like the standard approach, where every five chapters you say "Sorry, what we told you earlier was only half-true. This is the real story."

Approaching the subject from this angle has advantages, especially as part of a unified treatment of modern physics (and it's the approach taken by the source text) so I'd suggest we try sticking to it. The traditional approach can be used in other wikibooks, giving the readers a chance to see which suits them best. Carandol

Maxwell's
Which chapter will cover Maxwells. On another note, I just finished a first draft of Four-Potentials

Discouraged Teaching Method
Teaching physics with this top-down approach should, in my opinion, be thoroughly discouraged for the following reasons:

1. It isn't really the top in the first place. At higher energy scales, electromagnetism seems to descend from the superstructure of Electroweak interactions as a low-energy limit. So, starting with four potentials would be a rather abrupt checkpoint of the theory to start with.

2. While it is true that the theory in terms of four potentials is mathematically elegant and forces an impression of inevitability, this formalism is invisible to many physical possibilites such as that of the magnetic monopole. A person studying the EM formalism through four potentials loses the chance to think about such possibilities or what experiments could be done to detect them.

3. Physics is an emperical science. It is dictated by experiment. Close correspondences between experimental findings and some mathematical structures lend those mathematical structures temporary importance in our understanding of the physical world. To begin a discussion of electromagnetism (aimed at the lay reader / sophomore visiting Wiki) with head-in-the-air formalism that aims to descend and explain all electromagnetic phenomena will deprive people of real reasons for the development of electric and magnetic fields to explain phenomena in the world. Otherwise, all the A's and F's are just an academic exercise in mental gymnastics.

4. The four potential, in quantum electrodynamics, leads to some rather knotty problems of gauge fixing (solved, but rather messily). This gauge freedom in A and its messy fixing in QED lead us to believe that we lack a respectable gauge free notation of electrodynamics.

I suspect that you might have had a largely mathematics based background going into electromagnetism because I see that you try to start from Lorentz invariance etc and are struck by its mathematical simplicity. You could also, begin from the deeper quantum theory of electrodynamics of A and descend to explain all physical phenomena pretty successfully. That will be the best picture we have so far, but at what cost to the general reader or curious character? However, if you still wish to expound EM top down, I would suggest looking for a two form of A to make a Lorentz invariant Lagrangian and proceed down.

I believe this is a thorougly misguided approach to teaching anything, and will potentially befuddle the general reader instead of providing him with an honest understanding of what we know and how we know.

Response
I agree with you but came to help this wikibook after the format was already laid out. If you read my Four Potential stuff you'll probably note that I keep throwing off telling people to study the rest first. If you would like to suggest a better format here, I would be most pleased to implement it after a vote. --Frontier 00:49, 8 Apr 2005 (UTC)

Section Structure
I've been trying to contribute to these pages, and I am finding that their structure is inconducive to adding material in any kind of sensible progression. Starting the discussion off with electromagnetic four-potential is a strange idea (at best), especially considering the book hasnt even discussed elementary currents or potentials before hand. I've rearranged some of the existing pages into a progression that (i feel) will be better and more straight-forward for a reader without much familiarity with the subject. However, despite my best efforts at rearranging, I can't quite seem to make pages line up to provide material in a good order. Therefore, I am going to propose an outline for a proposed new architecture to this section, and I would like to get some questions/comments on this before I do it:

 * Introduction
 * required maths (vectors, del, flux, divergance, curl, spherical coordinates, etc...)
 * Electrostatics
 * Coulomb's Law
 * E-Field
 * Gauss' Law
 * Conservation of E-Field (Electric potential, charge distribution energy)
 * Capacitance
 * Relativity
 * Michelson-Morley Experiment
 * Lorentz Transformation
 * Four-Vectors
 * Magentic Fields
 * E and B fields as Tensors
 * Maxwell's Equations
 * Magnetostatics
 * Ohms Law
 * Biot-Savart's Law
 * Ampere's Law
 * Magentization
 * Mechanics
 * Force and Torque by E and B fields, etc.
 * Motions and interactions of charged particles
 * Larmor Precession
 * Magnetic Stress Tensors
 * Variation with Time
 * Faraday's Law
 * Poynting Vector
 * Displacement Current
 * Four-Vectors changing in Time

This is, I think, a good way to integrate all the material into a straight-forward precession. I can think of some things that can definately be moved around, however. I ask anybody who knows about this material to help out and make comments/suggestions on this outline, because I would like to start moving/renaming/deleting pages here to make things better ASAP. --Whiteknight (talk) (projects) 17:21, 3 July 2006 (UTC)

I would suggest moving relativity towards the bottom of the list and looking at Mechanics of Electricity directly after Electrostatics. From there Magnetism would come in as allegory to electricity, which seems to work well. I've just finished taking a class in this (PH 212/252 at most colleges), and this was the general layout. Essentially, this stuff is confusing as all get out, and it's somewhat easier to tackle if you do it one idea at a time and build slowly. Since magnetism behaves so similarly to electricity, it seems much easier to study it after one has some knowledge of electricity.

--Thatnerdyguy 15:40, 24 July 2006 (UTC)

 * I agree with you, i think. Although, the Special Relativity chapter of this book occurs before this chapter, so readers should have some background knowledge of it. This subject is sufficiently difficult, however, and maybe we should just push it off till the end. Magnetism is best learned (from my experiance as well) as an allegory for electricity, so we can worry about that second-to-last. --Whiteknight (talk) (projects) 16:36, 24 July 2006 (UTC)

Rename
This page needs to be renamed to electromagnetism... because it speaks not only of electrodynamics, but also electrostatic. ''Raylton P. Sousa qualquer coisa estou aqui! =D'' 02:22, 26 February 2011 (UTC)

title: Talk:Electrodynamics


text:
Talk:Electronics/Voltage, Current, and Power

This section should cover charge, voltage, and current at the least. Will also probably include some items from Electronics Overview (which is really more of a glossary, and overlaps with the definitions in the appendix.)

Charge
I moved everything about charge over to a new chapter called Electronics/Charge and Coulomb's Law. Electric field, an introductory section on Energy, Electric potential energy, Electric potential, Voltage, Current, and Power are discussed in this chapter, most of which I wrote. I plan to change the title of this chapter to Electronics/Voltage, Current, and Power. "Charge and Coulomb's Law" would be the first chapter and this chapter would be the second chapter. The "Electric Field" section could stay here or be moved to the end of the "Charge and Coulomb's Law" chapter, whatever it would take to even the length of the first two chapters out.

H Padleckas 11:33, 2 Jul 2004 (UTC)

Electric Field
Interesting that H Padleckas added the "Electric Field" section here to Electronics/Basic_Concepts (on 30 Jun 2004), only 2 days after I (on 28 Jun 2004) added the "Electric Field" section to GCSE Science/Current, voltage resistance and Ohm's law.

Great minds think alike, eh ?

On any other wiki, I would try to merge the best parts of both explanations into one single explanation. Hopefully the merged explanations is better than either original.

On the other hand, instead of repeating the same paragraph over and over, some teachers like to have several very different-sounding explanations of the same thing -- some students will "get" the first explanation right off, and repeating it again won't help the other students.

Should I merge these E field descriptions ?

Then the index of several different wikibooks could link to one merged explanation. That would be similar to the way that so many books dealing with computers re-print the same ASCII table.

-- DavidCary 14:55, 3 Jul 2004 (UTC)

Reply to DavidCary remark on two different sections on electric field
I, H Padleckas, have read your relatively new section on Electric Field in "Current, ....(GSCE science)." The sentence stating:

The "electric field" indicates how much force (in Newtons), and in what direction, is required to hold that particle in place, divided by the charge of that particle.

seemed a little awkward because it was not clear that "is required" is the verb for the subject "force." Therefore, I made a slight modification to make it sound a little better. I also modified the sentence about [if the particle just "sits" there, there is no electric field in that location]. A particle could "sit" there because some opposing reactive force(s) could balance out the electric force, even though the electric field is not zero.

The "Electronics" book is different from the GSCE book. The GSCE book is a fairly simple book for 14-16 year olds, students in first couple years of high school without a strong mathematics background. The simple explanation on Electric Field there is adequate for them. The "Electronics" book, however, is intended to be somewhat more advanced and comprehensive with a higher degree of math ability assumed, although the use of calculus, I anticipate, will be kept to a minimum. I think it is intended for a college student's or adult's electrical course, or at least an upper level high school electronics (or maybe physics) course. I have, nevertheless, tried to keep unnecessarily complicated theory out of the book, such as electric field equations derived from Coulomb's Law, especially on the grounds that many electrical engineers do not use such equations in practice. I do not intend to dwell on electric field further in the "Electronics" book.

My recommendation is to keep both these discussions on electric field separate the way they are in their respective books. H Padleckas 03:38, 4 Jul 2004 (UTC)

Definitions
Instead of linking to an article like volt, we should link to the definitions page, like volt. Unfortunately, getting it to go right to the appropriate definition will require us to turn all the definition tags into subsection tags, like this: volt. Anyone know of a better way? - Omegatron 14:56, 22 Oct 2004 (UTC)