Alien Legacy (TM) FAQ
                                

Availability:
     posted intermittently to comp.sys.ibm.pc.games.strategic
     http://128.95.101.15/alien/alienleg.htm
          al.doc = Word 6.0 for Windows
          al.txt = text

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Table of Contents
   1. INTRODUCTION
      1.1. VERSION NUMBER, AUTHOR, MAINTAINER
      1.2. PLEASE NOTE!
      1.3. THANKS TO ...
   2. NON-SPOILER SECTION
      2.1. PLOTLINE
      2.2. QUESTIONS AND ANSWERS
        2.2.1. IS THERE A PATCH?
        2.2.2. I SOMETIMES GET WEIRD ERRORS.
        2.2.3. ONE ADVISOR SAYS ONE THING, ANOTHER SAYS
             SOMETHING ELSE. WHO DO I LISTEN TO?
        2.2.4. I'VE SEARCHED EVERYWHERE FOR CLUES, AND I'M NOT
             FINDING ANY MORE.
        2.2.5. WHY DO I GET SILLY OR NON-HELPFUL MESSAGES
             DISPLAYED IN PDA:LOG?
        2.2.6. IS THERE A GOOD REASON TO PROBE EVERY PLANET?
      2.3. POINTERS AND NEAT TRICKS
        2.3.1. BUG! (OR IS IT A FEATURE?)
        2.3.2. BUG! (BUT USEFUL!)
        2.3.3. DO I REALLY NEED TO BUILD LOTS OF RESEARCH
           FACILITIES?
        2.3.4. STRATEGY, ANYONE?
        2.3.5. HOW TO GET LOTS OF VEHICLES.
        2.3.6. ADVISORS
           2.3.6.1. HOW DO I SEND AN ADVISOR SOMEWHERE?
           2.3.6.2. HOW DO I KNOW WHEN TO SEND AN ADVISOR
                SOMEWHERE?
           2.3.6.3. [ANY] ADVISOR TOLD ME [ANYTHING]. WHAT DO I
                DO NOW?
        2.3.7. GRUMBLE, GROWL
           2.3.7.1. WHY WON'T THEY LET ME SORT THE COLONIES IN
                THE COLONY MANAGER?
           2.3.7.2. I SURE WOULD LIKE A WAY TO QUICKLY ``FILL
                UP'' VEHICLES' CARGO HOLDS.
   3. SPOILER SECTION (SPOILERS DELETED FROM THE TABLE OF
        CONTENTS!)
      3.1. PLOTLINE
      3.2. QUESTIONS AND ANSWERS
      3.3. POINTERS AND NEAT TRICKS
      
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1.   Introduction
     
     1.1. Version Number, Author, Maintainer
            Version Number: 95.02.03 (First release)
            
            Previous release: 95.02.02
            
                 Any Changes? Yes.
            
            First release: 95.02.03
            
            Author/Maintainer: Michael Andersson
            <anderss@u.washington.edu>
            
     
     1.2. Please note!
            This is a work in progress. I want your input.
            
            If you feel I have left something out, tell me. If I
            have misspelled something, tell me. If you have a
            question you think should be included, tell me. If I
            have made a flagrant mistake, tell me. In other
            words, tell me anything you can think of to make
            this a better document. My email is
            <anderss@u.washington.edu>.
            
            I will NOT cover material that is already covered in
            the game's manual. Really! The manual is only 92
            pages long, including the Index and Table of
            Contents--SO READ IT! There even is a small
            troubleshooting section, and I do not want to
            duplicate what has already been done. If there is a
            question that is frequently asked, and the answer is
            in the manual, I will put ``RTFM'' as an answer.
            Maybe if I feel nice, I'll put a page number.
            
            I will not tell you how to play the game. RTFM. And
            if people send me email asking stupid questions, I
            will either tell them to RTFM or RTFfaq. Other than
            that, I'm a real nice and helpful kinda guy.
            
            Also, I have tried to be extremely careful about
            spoilers. The ``Non-Spoiler'' section has nothing,
            not even plotline elements that come out later in
            the game. The ``Spoilers'' section is a free-for-all-
            -any information could show up anywhere.
            
     
     1.3. Thanks to ...
            Michael Lewchuk <lewchuk@cs.ualberta.ca>, for his
            initial questions, subsequent help and
            e-conversations, and especially his detailed
            analysis of various installations' effectiveness.
            
            Thomas Ruschak <ts@chainsaw.ecn.purdue.edu>, for his
            plotline summary.
            
            Lab Master <labmas@u.washington.edu>, for
            assimilating much of the start-up information and
            volunteering me for this job.
            
            Ron Williams <ron_w@efn.org), for letting me know
            about the patch.
            
            Also to the following people, who posted articles
            that I found useful: Guy William Bailey, Igor Nosov
            <igor@tuf.msk.su> (also at <igornosov@aol.com> until
            95.02.28), Kristin Mennie, Beaulieu Sebastien,
            Stuart L. Flicker, and Mike Peele
            <peele1@muvms6.mu.wvnet.edu>. [People I was unable
            to contact or who requested such have had their
            email addresses omitted.]
            

--------------------------------------------------

2.   Non-Spoiler Section
     
     2.1. Plotline
            You are the captain of an interstellar seedship, the
            Calypso, sent out to colonize the Beta Caeli star
            system. Why? Because the Alpha Centaurians are
            attacking Earth, you're humanity's last hope, yadda,
            yadda, yadda, and it makes the game possible. Your
            mission is a follow-up to a previous ship, sent to
            arrive at Beta Caeli 21 years before you, but which
            seems to have completely disappeared. You and your
            advisors are in charge of setting up and maintaining
            vibrant, growing, and productive colonies around the
            new star system.
            
            During the game, you'll need to find clues as to
            what happened to the Tantalus, find things that help
            you develop new technologies, and just generally
            deal with whatever unexpected things any old
            seedship captain might have to deal with.
            
            Tom Ruschak puts it this way:
            
            ``What you got here is a combination Sim-
            City/Starflight type game. This comes as no shock,
            since it was done by Joe Ybarra, who wrote
            Starflight 1 & 2. If you played & enjoyed either of
            those game, buy this one now.
            
            ``OK, a basic synopsis: you're the 2nd colony ship
            entering an unexplored new system. The nasty aliens
            have destroyed Earth, so you need to get this right,
            or there'll be no more human race. Unfortunately,
            you arrive some time after the other colony ship,
            and when you get there, you don't see a 'Welcome'
            mat..
            
            ``You need to establish colonies (which run with a
            very simple sort of Sim-city sim), try and find out
            what happened to the other colonists by exploring,
            and research new and interesting things to help you
            to do these two things. Along the way, [spoilers
            deleted] and generally wander around the planetary
            system. BTW, just watching the planets & satellites
            go around the sun in the observatory is fun, and you
            actually need to plan trips for closest approach, a
            nice touch.
            
            ``Anyway, I won it in about 50 hours of game play. I
            paid $48 or so, and I feel I got maybe $65 in fun
            from it, so it was a good deal for me.''
            
            And Michael Lewchuk responded to Tom's description
            with:
            
            ``You must research tech to stay one step ahead of
            total disaster. There are many and various ways to
            end the game, most of them unpleasant. Researching
            ways to avoid disaster is very beneficial.
            Researching them before you come upon the disaster
            is even more beneficial.
            
            ``You build colonies out of 4 types of buildings:
            habitats, power plants, factories, and laboratories,
            plus a few special buildings later on once you've
            researched them. You explore the planets and make
            discoveries as to the fate of a previous
            colonization attempt. You basically try to survive
            long enough to win the game. You have two goals:
            survival (if you die, that's bad) and points (based
            on how many colonists, materials, colonies,
            buildings, and spacecraft you have). You will face
            several challenges. The interface is a menu-driven
            system to select what you want to do, and a tile-
            based graphics screen for colony building, and a 3D
            (well, 2D, since you maintain a constant height
            above the ground) flight mode for exploration of
            surfaces of planets, moons, and asteroids. You will
            need to explore various planetary surfaces for clues
            to the fate of the old expedition and for
            interesting scientific curiosities which can
            increase the likelihood of you surviving.
            
            ``Add to this, 5 different advisors, each of them
            wanting you to run things the way they want them
            run. :) Will you be invited to the engineer's condo
            on Ares when he retires, or will you end up being
            [spoilers deleted]? Your actions determine your
            fate.''
            
     
     2.2. Questions and Answers
          
          2.2.1.    Is there a patch?
                 YES! It is available online at Sierra's BBS, on
                 Compuserve and AOL (I think). If you can't get
                 it there, try here:
                 http://128.95.101.15/alien/alienleg.htm. It's
                 just a patch, not the whole game, so don't
                 think you're getting away with anything
                 (translation: without the game, it does you no
                 good).
                 
          
          2.2.2.    I sometimes get weird errors.
                 There seem to be several ways to get them. Mine
                 usually happened when the save-file became
                 corrupted (while on a floppy on the way home
                 from work—yes, I play in both places). Certain
                 points in the plotline seem to also trigger
                 this type of error. Somebody else said they got
                 this error by pressing the [esc] key too much,
                 or at inopportune moments. So don't press the
                 [esc] key so much. :-)
                 
                 Try upgrading to version 1.01. They say that it
                 is supposed to take care of many of the
                 errors/problems. I don't know, I didn't have
                 that many problems to begin with.
                 
          
          2.2.3.    One Advisor says one thing, another says something
               else. Who do I listen to?
                 Do everything your advisors advise. If they
                 disagree, ignore (or postpone following up on)
                 the military advisor.
                 
          
          2.2.4.    I've searched everywhere for clues, and I'm not finding
               any more.
                 That's because your advisors and the other
                 humans are not perfect. Some of them don't
                 initially see everything, and some of them
                 withhold information. Eventually, you'll get a
                 message to the effect of ``Oh, we overlooked
                 this before, but check it out now.'' And have
                 you really searched everywhere, including the
                 outer planets/moons? There are some interesting
                 things out there!
                 
          
          2.2.5.    Why do I get silly or non-helpful messages displayed in
               PDA:Log?
                 Game programmers are silly. Delete them [the
                 messages, not the programmers].
                 
          
          2.2.6.    Is there a good reason to probe every planet?
                 I don't think so.
                 
     
     2.3. Pointers and neat Tricks
          
          2.3.1.    Bug! (Or is it a Feature?)
                 For every single planetside sector you explore,
                 the ``day'' counter advances by one. But
                 nothing else happens--meaning that none of the
                 time-dependent processes (building, mining,
                 producing, voyaging) do anything, just that the
                 counter advances by one. In other words, it is
                 nearly useless to talk about ``what turn are
                 you at.'' Instead, you'll get a better idea by
                 asking ``Where in the plotline are you?''
                 
          
          2.3.2.    Bug! (But useful!)
                 When dismantling colonies (there are various
                 reasons you might want to do this), you will
                 reach a point where you can leave several
                 humans, and still dismantle their last
                 remaining habitat (everything else should
                 already have been dismantled). This leaves you
                 with a colony with several (I've done up to 27)
                 humans. Now, send a vehicle there, and pick
                 them up--send them somewhere that you need
                 them. Leave the colony, go to the Colony
                 Manager, and look at the colony you just
                 removed the humans from--more humans! Set up
                 what I call a ``Human Mine'' (pipeline to some
                 nearby colony). Be careful, though, you may end
                 up with more humans than you know what to do
                 with!
                 
          
          2.3.3.    Do I really need to build lots of Research Facilities?
                 Well, the jury's out on that one. I think so,
                 but others think not (see 3.3.9). It is
                 possible to get all the research points you
                 need simply by exploring the surface--but the
                 biggest drawback (IMO) is that it takes way to
                 long. Basically, if you tend to do a lot of
                 surface exploration (to get ore/energy), you
                 will end up with a lot of research points,
                 anyway. You do need to have some Research
                 Facilities.
                 
          
          2.3.4.    Strategy, anyone?
                 Try to keep most of your installations at about
                 the same level. If you don't, things get out of
                 whack. As far as how many of what, since you're
                 allowed 16 installations per colony, try 5
                 habitats, 5 factories, and 5 power stations.
                 This lets you add one other installation of
                 your choice. My favorite factory distribution
                 consists of 2 mines and 3 robot factories, but
                 your mileage may vary.
                 
                 To win a Grand Strategic Victory, you need to
                 maximize your points: make lots of colonies.
                 
          
          2.3.5.    How to get lots of vehicles.
                 Thanks to Michael Lewchuk for telling me how to
                 do this: When you build new factories, set them
                 to ``vehicle'' construction. When they are done
                 building, allow one more turn. Presto, (almost)
                 instant vehicle. Now, change the factory to
                 whatever you want it to do (2 mining, 3 robots
                 is good, I think). If you keep doing this,
                 you'll eventually run out of engines (the game
                 only allows 148 vehicles).
                 
                 Igor Nosov suggests having a vehicle-producing
                 factory, switching it off-line, and going back
                 on-line at the next turn. He says that it does
                 consume the necessary resources, but that the
                 vehicle is produced in that one turn. I haven't
                 confirmed this.
                 
          
          2.3.6.    Advisors
                 In the back of the manual, there are
                 biographies for each of the Advisors. It was my
                 biggest disappointment to discover that each
                 position (not each person) has a script, and it
                 makes no difference as to who does what. I
                 figured that if they had gone to the trouble of
                 putting biographies, one should have to weigh
                 and balance each person's advice based on their
                 experience, competence, and capabilities. But
                 that's not what happened.
                 
               
               2.3.6.1.  How do I send an advisor somewhere?
                      RTFM, p 39.
                      
               
               2.3.6.2.  How do I know when to send an advisor somewhere?
                      RTFM, p 40.
                      
               
               2.3.6.3.  [Any] Advisor told me [anything]. What do I do now?
                      RTFM, and check out your PDA:Log.
                      
          
          2.3.7.    Grumble, growl
               
               2.3.7.1.  Why won't they let me sort the colonies in the Colony
                    Manager?
                      Build the colonies in the order you want
                      them to appear. (Even so, in my
                      experience, the newer ones don't always
                      get added at the bottom.)
                      
               
               2.3.7.2.  I sure would like a way to quickly ``fill up''
                    vehicles' cargo holds.
                      Wouldn't we all?
                      

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3.   Spoiler Section
     
     3.1. Plotline
            During your travails, the flora and fauna on Gaea
            and Rhea go from being docile to being a royal pain
            in the rear. This is due to the fact that they're
            controlled by a yet-to-be-discovered H'Riak seedship
            hiding in the Beta Asteroids. Also, there are
            Empiants living in Cronus, and they don't like us,
            'cause ``our thoughts hurt their heads.'' Then you
            get a rebel colony that you have to deal with, and
            finally you cooperate with the Empiants to build a
            new type of interstellar drive, ensuring humanity's
            forever expansion out into the stars, with the
            Empiants at our sides. But we never hear what
            happened to Earth.
            
     
     3.2. Questions and Answers
          
          3.2.1.    My [Blank] Advisor wants to go do something at Gamma1.
               Do I have to create a colony there first?
                 No, just send him or her (along with whatever
                 help they need) on a Probe Mission. Then leave
                 them there until they report finished. Note
                 that when the Navigator wants to go, he or she
                 will want some robots along--you have to
                 somehow stop the robot-destroying signal from
                 Gamma1 before sending the robots. See also the
                 strategy section (3.3.3)
                 
          
          3.2.2.    Is there more after the H'Riak Sporeship is destroyed?
                 Yes, much more.
                 
          
          3.2.3.    How do I deal with the hostile biota on Gaea and Rhea?
                 Thanks to Guy William Bailey for the
                 inspiration for this section.
                 
               
               3.2.3.1.  Blowing up pylons on Gaea/Rhea
                      If you destroy the pylons on the either of
                      the two planets, the biota threat is
                      eliminated but Gamma1 will suddenly roar
                      to life and start plummeting into the sun.
                      You have 1000 turns until it hits the sun
                      and another 80 turns after that before the
                      sun goes supernova and you lose the game.
                      
               
               3.2.3.2.  Blowing up pylons on Gamma1
                      Identical results as above.
                      
               
               3.2.3.3.  Muffle the signals from Gamma1
                      Identical results as above.
                      
               
               3.2.3.4.  Create a plague to destroy the biota
                      When your advisor suggests this, it seems
                      like a good idea--of course, when they say
                      that it might be harmful to your own
                      people, they're right. The plague is
                      effective for a little while, then it
                      starts killing your own people--now you
                      need to research a cure.
                      
                      THIS JUST IN! If you only set off two of
                      the three Antigen Inhibitor bombs, the
                      biota disappear but your people will not
                      get the plague! This seems to be the best
                      option.
                      
                      Any of the first three solutions above
                      works fairly well, provided you have
                      researched the necessary technologies--
                      especially the Inverse Fusion Reactor
                      (although someone maintains that you find
                      the IFR on Gamma1--I don't remember).
                      
               
               3.2.3.5.  Do absolutely nothing
                      Your advisors will tell you that you can't
                      start any new colonies on Gaea or Rhea
                      until the biota are calmed, but they're
                      wrong. You need to send over some vehicles
                      with enough supplies to build a few
                      habitats. Then send over some humans, then
                      quickly build a force shield. Now you're
                      set to build up the rest of the items you
                      need to run a colony. Note that you WILL
                      lose things in the construction process,
                      especially humans. Also, once the shields
                      are up, you will continue to lose things,
                      but at a slower rate--you can try to keep
                      the biota away from your colonies by
                      spotting them from the Mercator Map.
                      
                      There is an unconfirmed report that the
                      biota don't attack vehicles at Gaea_7 and
                      Gaea_8. Anyone care to confirm?
                      
                      By using this method, you can build up
                      lots of colonies/vehicles/supplies before
                      you ever need to deal with Gamma1--but
                      eventually you must!
                      
          
          3.2.4.    Is it possible to wipe out the biota with vehicles?
                      Maybe? It's possible to remove all the
                      ``green blobs'' on the mercator map, but I
                      don't think it's possible to remove the
                      biota threat.
                      
          
          3.2.5.    Do I need to colonize the asteroids?
                 Depends. The Alphas are great sources of ore,
                 except for Alpha1, which is easily over-mined.
                 The Betas are much to easily over-mined to make
                 colonies there worthwhile, IMHO.
                 
     
     3.3. Pointers and neat Tricks
          
          3.3.1.    The Chase
                 When the colonists rebel, you will eventually
                 be told to investigate Gaea:G30, which will
                 lead you on a trail of clues, with the rebel
                 governor taunting you along the way.
                 Eventually, the clues lead to diverging paths,
                 with some paths leading to dead ends; here's
                 the proper path: Gaea:G30, Hermes:E4, Ares:I20,
                 Hera:I21, Hades:D10, Hades:H12.
                 
                 I can't remember if they make their demands
                 before or after you find them, but they demand
                 that you build habitats at a new Hermes
                 location. Build enough habitats for all of them
                 (over 1000?). They start voyaging from Hades to
                 Hermes, and eventually your Military Advisor
                 will intercept a message from their leader
                 saying that she's stuck in the bunker (her
                 vehicle won't start). Then, take your nearest
                 vehicle (I like SSHades, but Hades_1 works just
                 as well), and bomb the living daylights out of
                 the bunker (which is unprotected because you
                 destroyed their armaments before they could
                 finish building them, just like I told you to
                 do, right?). Remember not to bomb the bunker
                 until it says you're cleared to do so... well,
                 all right, if you really must, go ahead, but
                 read section 3.3.2 first.
                 
          
          3.3.2.    Cool ways to die (Disastrous Losses)
                 At the very beginning, don't create enough
                 habitat space for the emergency-awakened
                 colonists. (Lab Master)
                 
                 Bomb the rebels' bunker on Hades before it has
                 been emptied. (Mike Andersson)
                 
                 Don't do anything when Gamma1 flies into Beta
                 Caeli. (Lab Master)
                 
                 Anything else?
                 
          
          3.3.3.    Strategy, anyone?
                 Early in the game, you'll need 3 research
                 stations on Calypso, 1 studying Biology, and 2
                 studying Physics.
                 
                 Michael Lewchuk suggests the following research
                 strategy: (Early in game) Calypso--1 Biology, 1
                 Physics, 1 Math; Gaea Surface--1 Biology.
                 (Later in game) orbiting Gaea--2 Biology, 2
                 Chemistry. He says, ``After this, I turned the
                 labs on Gaea off, and produced mainly
                 mathematics and electronics at the space
                 stations and Calypso. Ever try to find math and
                 electronics? It's hard compared to geology,
                 physics, astronomy, chemistry, or biology!
                 Anyway, after getting to the sporeship, I
                 turned the labs on Gaea back on to produce even
                 more math, electronics, and the odd physics.''
                 
                 Don't destroy any of the pylons until you have
                 your Inverse Fusion Reactor (or Big Bomb, as I
                 like to call it). Destroying pylons sets Gamma1
                 in motion, and you need Big Bomb to destroy it.
                 If you have the Inverse Fusion Reactor, and you
                 still haven't located Gamma1 (i.e., you haven't
                 set up your 3 electronics labs to triangulate),
                 blow up all the pylons on Gaea or Rhea. Your
                 advisors will find Gamma1 real quick! And you
                 have 1000 turns to do your stuff on it. Would
                 someone confirm to me whether or not the IFR is
                 found on Gamma1, or can it be built before
                 then?
                 
                 Much, much later in the game, you will need
                 SSCronus. It will need 6 research stations,
                 fully upgraded (level 6); 2 each researching
                 Math, Biology, and Physics. It will also need
                 to have on hand 3000 ore, 3000 energy, and 300
                 robots. Why? When you start cooperating the
                 with the Empiants, they need these items to
                 research the new interstellar drive.
                 
          
          3.3.4.    Are the Biota Shield, Mass Driver, and Anti-Meteor Gun
               effective?
                 According to M. Lewchuk, ``Build one. [Mass
                 Driver] It's resource consumption is
                 laughable.'' The Anti-Meteor Gun is only useful
                 on Ares, when Gamma1 tries bombarding as it
                 flies by on its way to Beta Caeli, although I
                 suppose one could avoid that by blowing Gamma1
                 up before it gets close enough.
                 
                 I think that the Biota Shield are effective.
                 You would certainly not be able to keep any
                 colonies on Gaea and Rhea without them. True,
                 you keep losing things, but they tend to be
                 minor losses (except the vehicles), in my
                 opinion. You can minimize (eliminate?) those
                 losses by attacking the biota in the big-green-
                 blob-sectors.
                 
                 From another source: The Mass Driver is not
                 cost effective, but useful to supply ore to
                 Siphoning Stations.
                 
                 See also section 3.3.9.
                 
          
          3.3.5.    Is there a real use for missiles?
                 One source suggests that several ships on
                 Missile Missions, orbiting Cronus, keeps the
                 Empiants confined. I have not confirmed this.
                 
          
          3.3.6.    Is there a good reason to set up siphoning stations?
                 If you need energy, they are really good
                 sources of it, but they become really costly to
                 maintain once the Empiants start attacking.
                 Siphoning stations are much more cost effective
                 once you've made peace with the Empiants. It
                 would seem that not setting up any SStations
                 (for any reason) above gas giant planets keeps
                 the Empiant attacks at an ``irritant'' level
                 rather than a ``war'' level.
                 
          
          3.3.7.    The scientist says he wants to research the pylons, but
               he never goes out and does it.
                 I believe that unless an advisor specifically
                 requests to be sent somewhere, the
                 investigation kind of automatically happens.
                 
          
          3.3.8.    M. Lewchuk's detailed charts on everything
                 Quoted directly out of his email message, no
                 changes:
                 
                 Notice that most of the better buildings are
                 generally slightly less efficient at producing
                 stuff. In other words, having 20 class 1
                 buildings is generally better than having 10
                 class 2 buildings or 5 class 4 buildings. Also
                 note that having 100 class 1 labs is roughly
                 equivalent to having 50 class 6 labs for
                 producing most tech, at a fraction of the
                 resource cost. The exception is factories,
                 which produce more ore at a relatively cheaper
                 cost.
                 
Building  Construction Cost   Maintenance Cost      Prod-
Name      OreEnr LifHum Rob   Ore Enr Lif HumRob     uces  Misc*
Habitat 1  2   1   1  0   5     2   3   1   3  2     5/10  100
Habitat 2  5   3   4 25   8     4   5   2   9  4     9/10  200
Habitat 3 12   7  12 50  12     7  10   3  16  7     12/9  300
Habitat 4 20  15  26 75  18    11  18   4  24 12     17/8  400
Habitat 5 32  32  42125  28    16  24   5  32 20     24/8  600
Habitat 6 42  64  80200  38    20  32   6  60 30     30/7  1000

Lab 1      5   3   3 12   5    10   6   4   8  4     TECH   0
Lab 2      7   6   6 25   9    18  10   7  18  7     TECH   -1
Lab 3     13  10  10 50  16    25  14  12  32 12     TECH   -2
Lab 4     20  16  24100  24    36  18  18  48 18     TECH   -3
Lab 5     30  24  45150  32    40  24  22  64 30     TECH   -4
Lab 6     45  33  70250  44    42  32  30 120 42     TECH   -5

Power 1    6   9  10 16   7     1   1   3   6  3     6/12
Power 2   12  16  18 25  10     3   2   6  12  5     9/11
Power 3   20  25  28 40  14     6   3  10  24  8    14/10
Power 4   28  38  45 75  20    10   4  17  42 12     19/9
Power 5   45  56  64150  30    15   5  25  65 18     26/9
Power 6   88  98 110200  40    24   6  36  90 24     31/8

Factory 1  6   8   6  4  10     1   3   2   8  4     5/9    0
Factory 2 10  14  10 10  15     2   5   4  15  8     10/8   -3
Factory 3 16  20  18 25  20     4  10   6  25 12     20/8   -6
Factory 4 24  32  34 50  25     7  15  10  45 16     28/7   -7
Factory 5 40  50  66100  35    13  22  15  70 20     35/6   -8
Factory 6 80  92 130200  45    18  30  22 100 25     40/5   -9

Forcefield12  22  15 19  25     2  10   5   9  6       (Gaea/Rhea)

Anti-Meteor Gun30 15 25  21    13   2  11   5 10      8 (Ares)

Mass Driver25 35  30 21  15    50  65  61  44 67        (useless)

Stabilizer250250 250  0   0    25  25  25   0  0

* Misc. is population capacity for Habitats, and production
modifier for factories and labs, in number of turns required to
produce 1 unit of goods.


Item   Turns    Resources           Fuel     Cargo
Robots  12      2   3   3  2   3
Ship 1  24      9  10   7  4   2    2000     30
Ship 2                              3000     60
Ship 3  48     12  14  12 16  20    4000    100
Ship 4  64     13  15  15 24  42    5000    150
Ship 5  80     14  18  16 32  48    6000    200
Ship 6  90     17  21  18 40  66    7000    250

Number of ground colonies possible:
   Alpha, Beta, Gaea : 8
   Rhea : 7
   Ares : 5
   Prometheus, Hermes: 3
   Hera: 2
   Hebe, Hades, Tethis: 1
Required space platforms:
   SS-Cronus, Calypso
          
          3.3.9.    L. Master's list of clue locations
                 L. Master seems to think that all clues are at
                 the same location every time, however, there's
                 at least one message that disagrees. I'm too
                 lazy right now to find out; somebody help?
                 Here's his latest list:
                 
                    Alpha 2  A 3   clue: Beta 4
                    Alpha 3  A 2   clue: Hebe F11
                    Alpha 5  A 4   Red metal (absorbs energy)
                    Alpha 7  D 7   Yellow metal alloy
                    Ares     H 2   clue: Prometheus B10
                    Ares     K 9   clue: Gaea *19
                    Ares     B 11  Petrovski Radio
                    Ares     F 19  clue: Rhea C42
                    Ares     J 22  clue: Beta 7
                    Beta 4   D 0   clue: Hermes C0
                    Gaea     D 0   clue: goto Gaea:I9
                    Gaea     C 1   coax cable (& robots)
                    Gaea     E 7   gem for Eco-Scope
                    Gaea     I 9   W.Lemfort's work
                    Gaea     G 10  red crystal
                    Gaea     E 13  comm center (TANTALUS)
                    Gaea     G 13  clue: Rhea I27
                    Gaea     D 15  24 robots
                    Gaea     F 30  1 vehicle, radio center
                    Gaea     I 33  Ramikin II Engine
                    Gaea     K 34  alien language decoder
                    Gaeaequator    26 27
                    Hades    F 3   mushroom crystals
                    Hades    H 17  crashed Empiant ship
                    Hades    G 20  green metal
                    Hebe     A 9   45 robots, admin bldg
                    Hebe     F 11  blue quartz
                    Hera     F 22  clue: Ares *19
                    Hermes   ? 0
                    Hermes   C 0   screen
                    Hermes   F 4   clue: goto Hebe F2
                    Hermes   J 13  clue: Alpha5:A4
                    Hermes   D 22  clue: Prometh *7
                    Prometheus I   0  isolinear chip
                    Prometheus D   2  laser focusing crystals
                    Prometheus C   2  clue: Ares B11 (Petrovski)
                    Prometheus A   9  clue:
                    Prometheus F   5  clue:
                    Prometheus H   2
                    Prometheus I   7  yellow quartz
                    Prometheus L   7  crashed ship—hullmetal
                    Prometheus B   10 green metal
                    Rhea     C 20  rocks from Alpha3
                    Rhea     I 27  control panel module
                    Rhea     J 31  ``Ore Magnet'' J
                    Rhea     C 42  alien obelisk translation
                    Thetis   C 3   robot brain
                    Thetis   G 8   clue: ??? G20
                    Thetis   A 11  clue: Sporeship target
                    Gamma1   A 0   pylon
                    Gamma1   F 0   gun turrett
                    Gamma1   G 0   pylon
                    Gamma1   A 2   (engine improvement)
                    Gamma1   C 2   pylon
                    Gamma1   E 2   bifocaline improvement
                    Gamma1   G 2   explosion/hole
                    Gamma1   F 3   pylon
                    Gamma1   D 4   missile strikes
                    Gamma1   G 4   H'Riak secret
                    Gamma1   F 4   pylon
                    Gamma1   C 5   pylon
                    Gamma1   G 6   dark room (power improvement)
                    Gamma1   A 7   pylon
                    Gamma1   B 7   Tantalus marker
                    Gamma1   G 7   pylon