Campaign rules

Every Alpha Centauri game can be customized extensively with a variety of campaign and game rules.

Game rules

 * The following rules determine victory conditions
 * Higher Goal: Allow Victory by Transcendence.
 * Total War: Allow Victory by Conquest.
 * Peace in Our Time: Allow Diplomatic Victory.
 * Mine, All Mine: Allow Economic Victory.
 * One for All: Allow Cooperative Victory.
 * Player (re)starting
 * Do or Die: Don't restart eliminated players.
 * Look First: Flexible starting locations.
 * Research modifiers
 * Tech Stagnation: Slower rate of research discoveries.
 * Spoils of War: Steal tech when conquer base.
 * Blind Research: Cannot set precise research goals.
 * AI modifiers
 * Intense Rivalry: Opponents more aggressive.
 * Randomize faction leader personalities.
 * Randomize faction leader social agendas.
 * Miscellaneous
 * No Unity Survey: World Map not visible.
 * No Unity Scattering: Supply Pods only at landing sites.
 * Bell Curve: No Random Events.
 * Time Warp: Accelerated Start.
 * Iron Man: Save/Restore restricted to exit.

Scenario rules

 * The following are special rules that apply in scenarios
 * No native life--fungus, mind worms, Planet, etc.
 * No colony pods can be built.
 * No terraforming (raising/lowering terrain).
 * No technological advances.
 * No technology trading.
 * No secret projects can be built.
 * Unity Pods never produce artifacts.
 * Unity Pods never produce monoliths.
 * Unity Pods never produce resources.
 * Unity Pods never produce vehicles.
 * Unity Pods never produce tech.
 * Force current difficulty level.
 * Force player to play current faction.
 * No Planetary Council
 * No social engineering