Rating: Summary: Great Game, Terrible Guide Review: The paper this guide used was truly wasted and would have been better spent and more valuable if it had been used to insulate the inside of a cooler. It didn't say anything that you couldn't find in the manual, was poorly laid out[ Index wasn't even correct]and was unclear in its explanations.Bottom Line: Wait for a better guide and save your money.
Rating: Summary: Not bad, but a long way from being good. Review: There is some useful information about the game in here, but mainly if you want information about techs, facilities, and projects. What is really wanting are useful tips about tactics and campaign strategies. This book's format does make the information it gives easy to find, though. Still, it's a disappointment, and could have been so much better.
Rating: Summary: Not enough information. Review: This guide isn't helpful to mastering Alpha Centauri's complex worlds. I've found better strategy articles posted around the Internet, including Gameguides.com's Alpha Centauri guide which measures in at almost 340 pages. Save your money and check out the one at Gameguides.com
Rating: Summary: Not good Review: This SG's maps are hard too read, and the stratageys are dumb. it is not good at all, although it does have cool discriptions of the techs. bottom line; unless you are a billionair, dont buy this
Rating: Summary: no good - just a dump of notes on the program Review: This was a waste of money...got more information from the manual...usually these books are better than the manual and explain things better...completely useless...
Rating: Summary: plenty of reference, hardly any strategy Review: While it's generally agreed that Prima's guides are often letdowns, the Civilization-type games have usually been a noteworthy exception to the trend. Until now. There are 28 pages (out of 320) of straight strategy. There's a useful section in the back on customizing 'modpacks'. The bulk of the rest of the book is a description of the base enhancements, techs, secret projects, and so on--all of which is available in the game with a mouseclick. (They do at least offer some suggestions on the relative values of the items.) They deemed it worth their time to include an index. What's missing is: an in-depth look at play as each faction; some hints on designing your own units (and how to get the most out of the fairly clunky unit design interface, about the only clunky part of the game's UI); and a meaningful sense of the diplomatic aspect of the game (which can be important). Mileage will vary, but compared to what Civ fans are used to this guide doesn't measure up.
Rating: Summary: plenty of reference, hardly any strategy Review: While it's generally agreed that Prima's guides are often letdowns, the Civilization-type games have usually been a noteworthy exception to the trend. Until now. There are 28 pages (out of 320) of straight strategy. There's a useful section in the back on customizing 'modpacks'. The bulk of the rest of the book is a description of the base enhancements, techs, secret projects, and so on--all of which is available in the game with a mouseclick. (They do at least offer some suggestions on the relative values of the items.) They deemed it worth their time to include an index. What's missing is: an in-depth look at play as each faction; some hints on designing your own units (and how to get the most out of the fairly clunky unit design interface, about the only clunky part of the game's UI); and a meaningful sense of the diplomatic aspect of the game (which can be important). Mileage will vary, but compared to what Civ fans are used to this guide doesn't measure up.
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