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Cyborg Factory
CYBORG FACTORY

Cost

400

Prerequisite

Mind/Machine Interface






    Building this project is far more economical than trying to build a Bioenhancement Center in every base. And once you have it, you have a clear leg up over the opposition in terms of military power ( particularly if you have the Cyborg Factory together with the Command Nexus and / or the Maritime Control Center ). Any conquest-driven strategy will benefit strongly from this project ( although it comes a bit late in the tech tree for most successful quick-kill games).

    If you're determined to play a faction that's as peaceful, enlightened and isolated as possible, you may be tempted to give this one a pass, but think twice. Eventually somebody's going to notice you, and when that happens you'll appreciate a solid morale advantage. Also, if you have this project, your more aggressive opponents don't, which means they'll either be at a morale disadvantage, or have been forced to spend valuable time building bioenhancement centers instaed of offensive units.

    Factions embracing the Wealth or Eudaimonic social choices should think seriously about this project, as should the Gaians, to counteract the penalties to morale that go with these choices. The Spartans will always want this advance - combined with thier faction advantage and morale, and a few intelligent social choices, this can have the Spartans well on the way to creating units at the highest morale level straight out of boot camp ( take that, mind worms!).