·--------------------------------------------------------------------· | File: deadlock.txt Date: 02 / 02 / 2000 Version: 1.1.1 | ·--------------------------------------------------------------------· _____ _____ _____ _____ _ _____ _____ _ _ |___ \ /_____| /___ \ |___ \ | | /___ \ /___ \ | | / | _ | | _____ ___| | _ | | | | _ | | _ |_| | |_| / | | | | | ___| | _ | | | | | | | | | | | | | _ | _ | | |_| | | |___ | | | | | |_| | | |___ | |_| | | |_| | | | | \ |_____/ \_____| |_| |_| |_____/ |_____/ \_____/ \_____/ |_| \_| P L A N E T A R Y C O N Q U E S T ·--------------------------------------------------------------------· | FILE INFORMATION | ·--------------------------------------------------------------------· Version: 1.1.1 Date: 02/02/00 Email: faqs@oddco.com Website: www.oddco.com ·--------------------------------------------------------------------· | COPYRIGHT INFORMATION - READ IT LEECHERS!!! | ·--------------------------------------------------------------------· This file and it's contents is not to be reproduced in any other form without prior consent from the author. That includes both commercialy printing and selling of this file. This file will _only_ be hosted on 'GameFAQs.com' and 'Oddity'. Please do not ask permission to host this FAQ on any other site. This is because I want people to see the latest version and not a FAQ that is 10 versions behind. This causes great stress when people ask you questions from old FAQ's that have been answered in new FAQs. If you find this file on any other site than the sites below, they are illegaly leeched files. Please contact me so that I can do something about these lamer websites. OFFICIAL HOST SITES: Oddity - www.oddco.com - Official Home GameFAQs - www.gamefaqs.com - Great Game FAQ Site ·--------------------------------------------------------------------· | UPDATE INFORMATION | ·--------------------------------------------------------------------· Always you will be able to find the newest update at the Official Home of this FAQ. 1.1.1 - Third Version. Redesigned Layout. Released 02/02/00 1.1.0 - Second Version. Redone into .faq file. Released 03/05/99 1.0.0 - First Version. Released 07/02/99 ·--------------------------------------------------------------------· | CONTENTS | ·--------------------------------------------------------------------· 0 ................ COPYRIGHT 1 ................ UPDATES 2 ................ CONTENTS 3 ................ THE RACES 4 ................ STRATEGY 5 ................ HINTS 6 ................ TECHNOLOGIES 7 ................ CODES 8 ................ CONTACTING THE AUTHOR 9 ................ CREDITS AND THANKYOUS /:...:\ /:...:\ /:...:\ /:.(.: o :.).:\ /:...:\ /:...:\ /:...:\ THE RACES ChCh-t This insectoid race grows population quickly. Their military units are weaker, but they manufacture military units faster than other races. Their military units also move faster during combat. ChCh-t Scouts can steal resources from enemy territories. Cyth The Cyth never become too unhappy, so you may risk taxing them heavily. Their Command Corps mind blast enemy military units - annihilating them completely. Cyth Scouts also poison land which destroys a food stockpile in an enemy territory. Humans These economic geniuses gain high income through trade and taxes. Resource transportation costs are much less for them than other races. Also Human infantry have a berserk battle order which doubles their attack strength, but kills them off after a battle. Humans are highly susceptible to Skirineen scandals; these scandals lower their morale. Maug Maug scientists rapidly research technology, so they can build high-tech buildings and units quickly. Their Scouts can sabotage enemy artillery, airplanes, missiles, and buildings. Maug military units are very good at catching spies. All Maug are chronically afflicted with colds and light fevers, so their morale drops very quickly. Re'Lu Re'Lu have telepathic powers which lets them see the entire planet, both world and settlement views, giving them much information to plan a devious strategy. Re'Lu Scouts can subvert morale in rival territories. Their Command Corps also mind control other units, making them fight for the Re'Lu during a battle. They have weak artillery units. Tarth The Tarth are military behemoths. Tarth infantry, artillery, and defense fortifications all have attack bonuses. Their infantry units employ a juggernaut battle order that crumbles buildings quickly. Also Tarth farms produce high amounts of food. Tarth Scouts make poor spies and are often caught. Their ships are also very weak and can sink easily. Uva Mosk Their tie to nature lets them produce more natural resources than any other race. Uva Mosk Command Corps can also shaman dance, which lets them create resource bonuses in territories. All Uva Mosk infantry units may spy on other colonies, and so these units are not easily caught. The Uva Mosk pay less taxes than other races. /:...:\ /:...:\ /:...:\ /:.(.: o :.).:\ /:...:\ /:...:\ /:...:\ STRATEGY Ok, you will start off with these statistics: Beginning Colony Size 1 City Center, 400 colonists (4 icons), 500 credits 100 Food, 75 Wood, 100 Energy, 150 Iron, and 1 Colonizer Now from here you can branch off many ways. The two most common ways to go are: 1 - Defeat your opponents in Combat and win, or 2 - Build the required amount of city centers. OPTION ONE Build a University and study as many Offensive technologies as possible (see TECHNOLOGIES for more information). Setup some colonies to produce what you need for full scale war (food, wood, iron, etc). Build as many troops as possible (get mostly Battle and Assualt Troopers). Throw in five Laser cannons, three Fusion Cannons, two Disruptor Cannons and a Holocaust Cannon, and you will have your land army complete. Your Air attack should consist of Turbo Wing Fighters, a few Starflare Bombers, four to fivee Scatterpack Warheads, two to three Groundbreaker Warheads, and a Supernova Warhead. Only use the big Warheads when you think it is necessary. With this force and the right amount of offensive attack strategy, you should be able to beat them into the ground. You might come up across some resistance along the way, this would be because you have spent too much time, mucking around with the army and you let the other side grow too big. No problem just use the big Warheads to help their numbers deminish, then attack. OPTION TWO With this option it is 100% Defence. Now Defence does include spying and other stuff, so when you get the chance spy, and spy hard. Now all you have to do is protect your cities, and build the required amount of city centers. This is easy follow the TECHNOLOGIES to get what you need and build. Watch Power and all other resources as they will go fast. /:...:\ /:...:\ /:...:\ /:.(.: o :.).:\ /:...:\ /:...:\ /:...:\ HINTS From one of the first FAQs on Deadlock came this Hint for getting the best outcome out of a turn. This is quoted from Robert Camp's Deadlock FAQ from 1996 and I quote: 'Here is a cheat that I found in the program that will work wonders most of the time in battle situations. Heres how it works: Each time at the end of your turn when you press the End Turn button, the computer saves the game in a file called Autosave.sav. If there is a battle to be fought, the battle will be the first event to occur after the game is saved. Therefore, you can fight a battle and if you don't like the results, Load the Autosave.sav game back in and replay it. Each time the battle is played out, there will be a different result, probably because of the random factors programmed into the AI. I have played some battles as many as 8 times and watched the outcomes. In many cases, I will win or lose the battle depending on the random factors. There are MANY RANDOM FACTORS that you may not be aware of. If you try this a couple of times, you will see what I mean. You may not always be able to win a battle using this method, but you will get your choice of the most favorable outcome available. There is more I could talk about, but I think this is enough for now. There is still so much that I do not know about this game. There are alot of things that I would do to improve it too. I get tired of all of the micro managing of resources, probably because I am impatient. At least we don't have to micromanage each unitduring battles.' Now this is possible but it is rather slow. I make it my number one rule not to trade with Skirineen. I will only trade with them if I desperatly need to. If you do trade with them be prepared for some to all of you people to revolt against you. /:...:\ /:...:\ /:...:\ /:.(.: o :.).:\ /:...:\ /:...:\ /:...:\ TECHNOLOGIES Resource Technologies Food and Wood Technologies Synthetic Fertilizer Category: Resource Technology Tech Level: One Research Cost: 50 labor points Base Technology: None Technology It Leads To: Molecular Bonding Buildings You Can Make: Hydroponic Farm What It Improves: Produces food much faster Food Replication Category: Resource Technology Tech Level: Five Research Cost: 1000 labor points Base Technology: Triidium Processing Technology It Leads To: None Buildings You Can Make: Food Replicator What It Improves: Increases food production Energy and Anti-Matter Technologies Nuclear Fusion Category: Resource Technology Tech Level: One Research Cost: 50 labor units Base Technology: None Technology It Leads To: Fusion Cannon, Shockwave Projector Buildings You Can Make: Fusion Plant What It Improves: Produces more energy Anti-Matter Containment Category: Resource Technology Tech Level: Three Research Cost: 250 labor points Base Technology: Fusion Cannon or Molecular Bonding Technology It Leads To: Anti-Matter Rifle, and Ion Weapons Resources You Can Make: Anti-Matter Buildings You Can Make: Anti-Matter Plant What It Improves: Increases energy production and lets you produce anti-matter Iron and Endurium Technologies Molecular Bonding Category: Resource Technology Tech Level: Two Research Cost: 100 labor points Base Technology: Synthetic Fertilizer Technology It Leads To: Anti-Matter, Containment, Energy Defense, Endurium Mining Buildings You Can Make: Mantle Drill What It Improves: Lets you mine more metal Sub-Space Scanner Category: Resource Technology Tech Level: Five Research Cost: 1,000 labor points Base Technology: Cortex Scanner Technolgy It Leads To: None Buildings You Can Make: Sub-Space Magnet What It Improves: Lets you mine more metal Endurium Mining Category: Resource Technology Tech Level: Three Research Cost: 250 labor points Base Technology: Molecular Bonding, Fusion Cannon Technolgy It Leads To: Triidium Processing Resources You Can Make: Endurium What It Improves: Lets you mine endurium Steel and Triidium Technologies Metallurgy Category: Resource Technology Tech Level: One Research Cost: 50 labor points Base Technology: None Technolgy It Leads To: Automation, Hoverway Resources You Can Make: Steel What It Improves: Lets you convert iron into steel Triidium Processing Category: Resource Technology Tech Level: Four Research Cost: 500 labor points Base Technology: Endurium Mining Technolgy It Leads To: Food Replication Resources You Can Make: Triidium What It Improves: Lets you convert endurium into triidium Electronics Technologies Electronics Category: Resource Technology Tech Level: One Research Cost: 50 labor points Base Technology: None Technolgy It Leads To: Rocketry, Surface-Air Missiles, Chaos Computer Resources You Can Make: Electronic Parts Units You Can Make: Scouts, Command Corps What It Improves: Lets you make electronic parts Colony Enhancements Research Technologies Chaos Computer Category: Colony Enhancement Tech Level: Two Research Cost: 100 labor points Base Technology: Electronics Technolgy It Leads To: Metal Replication, Artificial Intelligence Buildings You Can Make: Tech Lab What It Improves: Speeds up technology research Cortex Scanner Category: Colony Enhancement Tech Level: Four Research Cost: 500 labor points Base Technology: Artificial Intelligence Technolgy It Leads To: Sub-Space Scanner, Assault Armor, Cloaking Buildings You Can Make: Collective Tech Lab What It Improves: Speeds up technology research Factory Technologies Automation Category: Colony Enhancement Tech Level: Two Research Cost: 100 labor points Base Technology: Metallurgy Technolgy It Leads To: Metal Replication, Artificial Intelligence Buildings You Can Make: Automated Factory Special Abilities: Speeds up unit production in a factory Artificial Intelligence Category: Colony Enhancement Tech Level: Three Research Cost: 250 labor points Base Technology: Chaos Computers or Automation Technolgy It Leads To: Cortex Scanner Buildings You Can Make: Robotic Factory What It Improves: Speeds up production in a factory Metal Replication Category: Colony Enhancement Tech Level: Four Research Cost: 500 labor points Base Technology: Chaos Computers or Automation Technolgy It Leads To: None Buildings You Can Make: Replication Station Special Abilities: Speeds Up unit production in a factory Colony Transportation Hoverway Category: Colony Enhancement Tech Level: Two Research Cost: 100 labor points Base Technology: Metallurgy Technolgy It Leads To: None What It Improves: Reduces all transport costs by one credit a trip Transporters Category: Colony Enhancement Tech Level: Seven Research Cost: 5,000 labor points Base Technology: Anti-Matter Beam, Advanced Cloaking Technolgy It Leads To: None What It Improves: Eliminates transportation costs and increases how far military units travel Colony Defense Systems Energy Deflectors Category: Colony Enhancement Tech Level: Three Research Cost: 250 labor points Base Technology: Molecular Bonding, Fusion Cannon Technologies It Leads To: None Buildings You Can Make: Energy Defense What It Improves: Increases your colony's defense capability Anti-Matter Deflectors Category: Colony Enhancement Tech Level: Five Research Cost: 1,000 labor points Base Technology: Orbital Surveillance System Buildings You Can Make: Anti-Matter Defense System Technology It Leads To: None What It Improves: Increases your colony's defense capability Surveillance Systems Orbital Surveillance System Category: Colony Enhancement Tech Level: Four Research Cost: 500 labor points Base Technology: Rocketry Technolgy It Leads To: Anti-Matter Defense System Buildings You Can Make: The Anti-Colony Assault Silo Special Abilities: Lets you see more of the planet in the planet view. Military Technologies Infantry Technologies Surface-Air Missiles Category: Military Technologies Tech Level: Two Research Cost: 100 labor points Base Technology: Electronics Technolgy It Leads To: None Units You Can Make: SAM Trooper Special Abilities: Attack both ground and air targets equally well Anti-Matter Rifle Category: Military Technologies Tech Level: Four Research Cost: 500 labor points Base Technology: Anti-Matter Containment Technolgy It Leads To: Disruptor Beam Units You Can Make: Battle Trooper Assault Armor Category: Military Technologies Tech Level: Five Research Cost: 1,000 labor points Base Technology: Cortex Scanner Technolgy It Leads To: None Units You Can Make: Assault Trooper Artillery Technologies Fusion Cannon Category: Military Technologies Tech Level: Two Research Cost: 100 labor units Base Technology: Nuclear Fusion Technolgy It Leads To: Anti-Matter Containment, Energy Defense, Endurium Mining Units You Can Make: Fusion Cannon Disruptor Beam Category: Military Technologies Tech Level: Five Research Cost: 1,000 labor points Base Technology: Anti-Matter Rifle Technolgy It Leads To: Anti-Matter Beam Units You Can Make: Disruptor Cannon Anti-Matter Beam Category: Military Technologies Tech Level: Six Research Cost: 2,000 labor points Base Technology: Disruptor Beam Technolgy It Leads To: Transporters Units You Can Make: Holocaust Cannon Supernova Warhead Ship Technologies Shockwave Projectors Category: Military Technologies Tech Level: Two Research Cost: 100 labor points Base Technology: Nuclear Fusion Technolgy It Leads To: None Buildings You Can Make: Hydroport Units You Can Make: Shockwave Dreadnought Ion Weapons Category: Military Technologies Tech Level: Four Research Cost: 500 labor points Base Technology: Anti-Matter Containment Technolgy It Leads To: None Units You Can Make: Shockwave Carrier, Groundbreaker Warhead Aircraft Technologies Starflare Bomb Category: Military Technologies Tech Level: Three Research Cost: 250 labor points Base Technology: Rocketry Technolgy It Leads To: None Units You Can Make: Starflare Bomber Cloaking Category: Military Technologies Tech Level: Five Research Cost: 1,000 labor points Base Technology: Cortex Scanner Technolgy It Leads To: Advanced Cloaking Uncloaking Units You Can Make: Supernova Spyjet Special Abilities: Gives you a special cloaked airplane Warhead Technologies Rocketry Category: Military Technologies Tech Level: Two Research Cost: 100 labor points Base Technology: Electronics Technolgy It Leads To: Starflare Bomb, Neutrionic Fuel, Orbital Surveillance System Buildings You Can Make: Missile Base Units You Can Make: Scatterpack Warheads Unit Enhancements Neutrionic Fuel Category: Colony Enhancement Tech Level: Three Research Cost: 250 labor points Base Technology: Rocketry Technolgy It Leads To: None Buildings You Can Make: Military Airbase Special Abilities: Lets your airplanes fly one more territory Advanced Cloaking Category: Unit Enhancement Tech Level: Six Research Cost: 2,000 labor points Base Technology: Cloaking Technolgy It Leads To: Transporters Special Abilities: Lets your infantry units, Colonizers, and sea transports have a cloaking ability Uncloaking Category: Unit Enhancement Tech Level: Six Research Cost: 2,000 labor points Base Technology: Cloaking Technolgy It Leads To: None Special Abilities: Lets all your Command Corps detect cloaked units /:...:\ /:...:\ /:...:\ /:.(.: o :.).:\ /:...:\ /:...:\ /:...:\ CODES To enter these codes you have to press CTRL and F1 at the same time and then type in the codes that you want. These codes only work in single player mode. Code Cheat Description MAKE IT SO Gives you 1,000 credits and increases resources in that territory by 100 units. GHOTI Completes current Research project. FRODO Maxes population in territories. TOUCHE View any of the ending cut scenes. SAGE RAT Secret message. ·--------------------------------------------------------------------· | CONTACTING THE AUTHOR | ·--------------------------------------------------------------------· Any type of feedback (other than abusive) is welcomed. Although I can't promise that I will reply to all email I get, but I will try to. Any email that asks for specific help will not be answered. All that I know about the game I have put here. If you are writing to me please put in the topic in capitol letters ' - FAQ REPLY:' then what ever topic you want after it. Remember where it has '' put the name there instead of that without the <>'s. This will help me moderate what type of email it is. You can contact me at this address: - faqs@oddco.com ·--------------------------------------------------------------------· | CREDITS AND THANK YOU'S | ·--------------------------------------------------------------------· ARGöNAUT (a.k.a Scott A. Moss) for writing this FAQ. CJAYC for GameFAQs one if not the best Game site on the net. ·--------------------------------------------------------------------· | THIS FAQ WAS MADE USING - FAQ3DIT - http://www.oddco.com | ·--------------------------------------------------------------------· COPYRIGHT ARGöNAUT 1999-2000