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Clinical Immortality
CLINICAL IMMORTALITY

Cost

500

Prerequisite

Matter Editation






    This late-game project has no real downside, but its usefulness can range from marginal to crucial, depending on your strategy. An extra Talent at every base is certainly always nice to have, but by the time you're ready to start this project it may not be as crucial as it was earlier, when you grabbed the Human Genome Project. This assumes, of course, that you've done some groundwork in terms of bases facilities and social engineering to keep your citizens happy. If you've gone the ruthless, iron-fist route, one extra Talent per base will mean a lot more.

    Where this project becomes absolutely essential is when when you're trying for a diplomatic victory. A 3/4 majority in Council is not easy to grab, and it's certainly best if you can provide most of the votes you need yourself. You'll probably still need a dominant faction and a couple of staunch allies to grab all of the marbles, but it's not going too far to say that Clinical Immortality ( and the Empath Guild as well ) should be regarded as essential to a diplomatic victory.

    Even if you're not going for a Diplomatic victory, those extra Council votes can come in handy if you're trying to hold on to the governorship against an ambitious and fairly evenly-matched rival leader.

    The only time you might not care to bother with this project is when you already have a very content faction, you're not interested in Diplomatic Victory and the governorship is not in question.