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Base facility (SMAC)
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.
Base facility | Prerequisites | Mineral rows | Maintenance | Effects & notes |
---|---|---|---|---|
Aerospace Complex |
Doctrine: Air Power | 8 | 2 | Adds +2 morale to air units built at this base, increases base air defense by 100%, repairs air units fully in one turn, allows base to construct and receive the full benefits of satellites. |
Aquafarm (Alien Crossfire only) |
Progenitor Psych | 8 | 1 | Increases the nutrient output of every kelp farm at that base by one. |
Bioenhancement Center |
Neural Grafting | 10 | 2 | Adds +2 morale to conventional units and +1 lifecycle to psi units. |
Biology Lab |
Centauri Empathy | 6 | 1 | +1 Lifecycle for Native Life, +2 Labs/turn |
Brood Pit (Alien Crossfire only) |
Centauri Genetics | 8 | 2 | 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 |
Centauri Meditation | 10 | 2 | Decreases Eco damage and adds +1 lifecycle bonus. |
Children's Creche |
Ethical Calculus | 5 | 1 | 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. |
Command Center |
Doctrine: Mobility | 4 | variable | This facility provides +2 Morale to land units produced. Land units end their turn here are automatically restored to full strength the next turn. All units within the base gain a 100% defense bonus against land units. |
Covert Ops Center (Alien Crossfire only) |
Pre-Sentient Algorithms | 10 | 2 | Probe Teams get 2 morale upgrades and gets a +2 probe rating. |
Energy Bank |
Industrial Economics | 8 | 1 (0 with discovery of Quantum Machinery) | The Energy Bank adds +50% Economy at the base. |
Flechette Defense System (Alien Crossfire only) |
N-Space Compression | 12 | 2 | 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. |
Fusion Lab |
Fusion Power | 12 | 3 | Labs and Economy is increased by 50%. |
Genejack Factory |
Retroviral Engineering | 10 | 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 (Alien Crossfire only) |
N-Space Compression | 16 | 4 | 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 |
Industrial Automation | 8 | 2 | The Hab Complex increases the population limit of the base by seven. |
Habitation Dome |
Super Tensile Solids | 16 | 4 | Allows your base to grow beyond 14. Note: You need Hab Complex first. |
Headquarters |
5 | 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 |
Planetary Networks | 6 | 3 | Adds +50% to Psych, and quells 2 Drones. |
Hybrid Forest |
Planetary Economics | 24 | 4 | +1 Energy and Nutrient from forests. +50% psych and economy. It removes ecodamage from terraforming 100% (You need Tree Farm first before you can build this). |
Nanohospital |
Homo Superior | 24 | 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 |
Matter Editation | 32 | 6 | Mineral output goes up by 50%. |
Naval Yard |
Doctrine: Initiative | 8 | 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. Increases naval defense at this base by 100%. |
Nessus Mining Station |
Self-Aware Machines | 12 | 0 | Each of your bases produces +1 additional minerals per turn for each satellite built. |
Network Node |
Information Networks | 8 | 1 (0 with discovery of Self-Aware Machines) | Adds +50% to Labs, allows Alien Artifacts to be linked for tech. |
Orbital Defense Pod |
Self-Aware Machines | 12 | 0 | 50% of all missiles will get destroyed if they try to attack ANY base. |
Orbital Power Transmitter |
Advanced Spaceflight | 12 | 0 | Each of your bases produces +1 additional energy per turn for each satellite built. |
Paradise Garden |
Sentient Econometrics | 12 | 4 | Two extra talents at the base. Sited wisely, you can use these to trigger a golden age at your best bases. |
Perimeter Defense |
Doctrine: Loyalty | 5 | 0 | Adds +100% to base defense. |
Pressure Dome |
Doctrine: Flexibility | 8 | 0 | Prevents base from submerging when the terrain changes (base will turn into a naval base.) Also counts as a Recycling Tanks. |
Psi Gate |
Matter Transmission | 10 | 2 | Allows one unit to teleport to -or- from another base with a psi gate per turn. |
Punishment Sphere |
Advanced Military Algorithms | 10 | 2 | Quells all drones at this base with the penalty of -50% labs and no talents. |
Quantum Converter |
Quantum Machinery | 20 | 5 | Adds +50% minerals production at this base. Cumulative with similar facilities. |
Quantum Lab |
Quantum Power | 24 | 4 | Adds +50% labs and energy production at this base. Cumulative with similar facilities. |
Recreation Commons |
Social Psych | 4 | 1 (0 with discovery of Sentient Econometrics) | Quells 2 Drones. |
Recycling Tanks |
Biogenetics | 4 | 0 | The Recycling Tanks provides +1 nutrient, mineral, and energy per turn in the base square of the base in which it is built. |
Research Hospital |
Gene Splicing | 12 | 3 | Adds +50% Labs, +25% Psych, quells 1 Drone. |
Robotic Assembly Plant |
Industrial Nanorobotics | 20 | 4 | Adds +50% minerals production at this base. Cumulative with similar facilities. |
Skunkworks |
Advanced Subatomic Theory | 6 | 1 | Building prototype units at this base does not cost extra minerals. |
Sky Hydroponics Lab |
Orbital Spaceflight | 12 | 0 | Each of your bases produces +1 additional nutrient per turn for each satellite built. |
Stockpile Energy |
0 | 0 | Convert minerals to energy. | |
Subsea Trunkline (Alien Crossfire only) |
Planetary Economics | 12 | 4 | Increases minerals by 1 on every square (in the sea). |
Subspace Generator (Alien Crossfire only) |
Singularity Mechanics | 60 | 5 | 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 |
Probability Mechanics | 12 | 2 | Augments extant Perimeter Defenses, at a higher maintenance cost. |
Temple of Planet |
Secrets of Alpha Centauri | 20 | 3 | The Voice of Planet must have been built by you or any other faction. |
Thermocline Transducer (Alien Crossfire only) |
Adaptive Economics | 8 | 0 | +1 Energy from Tidal Harnesses |
Tree Farm |
Environmental Economics | 12 | 3 | Adds +50% Economy, +50% Psych, +1 Nutrient in Forest tiles. |