/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ !+------------------------------+! !|ROBYRT'S SUPREME COMMANDER FAQ|! !| FAQ VERSION 1.41 |! !| FOR VERSION 3260 |! !+------------------------------+! \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ ------------ INTRODUCTION ------------ This Supreme Commander FAQ is not focused on the storyline or flavorful aspects of the game, but on the technical and data-driven aspects. It's a reference for those of us who want to know what's happening under the hood of the game, how to tweak the last ounce of usefulness out of our units, how to beat that unsolvable campaign two different ways. If you have any questions, corrections or additions, please direct them to robyrt@marney.org. TERMINOLOGY: Throughout this guide, "Commander" and "ACU" are used interchangeably, as are "Subcommander" and "SCU". Anti-air is sometimes abbreviated to "AA". Resource costs are usually put in terms of M, E, T: Mass, Energy, Time to build. Each unit of time (T) is 1 second for a unit with build speed 1. For example, the Commander has build speed 10, so he can build a unit with cost T300 in 300/10 = 30 seconds, and if its mass cost is M60, he uses 2 mass/sec. VERSION HISTORY: 0.1: Outline concepted and upgrades started, 2/20/07 0.2: Adjacency bonus system, 2/21/07 0.3: Outline separated into factions, 2/21/07 0.4: Unit data ported in and cleaned, 2/21/07 0.5: Upgrade sections completed, 5.4 added, unit abilities fixed, 2/22/07 0.6: Campaign outline written, mission 1,2 done, unit data cleaned, 2/24/07 0.7: UEF campaign finished, 2/25/07 0.8: Cybran campaign finished, 2/26/07 0.81: Aeon missions 1-3, Build Mode cleanup, 2/27/07 0.82: Data changed to reflect patch 3217, 2/28/07 0.9: Aeon campaign finished, 2/28/07 1.0: Side comparisons section inserted, 2/29/07 1.1: Minor fixes, UEF unit writeups finished, 3/3/07 1.2: Cybran unit writeups finished, Tab keys added to controls, 3/3/07 1.3: Aeon unit writeups finished, corrections to UEF campaign, 3/5/07 1.31: Minor fixes and cleanups throughout, 3/6/07 1.4: Update throughout for patch 3251; new interface commands added 5/22/07. 1.41: Update throughout for patch 3260, 8/1/07 ----------------- TABLE OF CONTENTS ----------------- 1. Controls 1.1. Selecting Units 1.2. Giving Orders 1.3. Building 1.4. Camera and Interface 2. UEF Units 2.1. UEF Land Units 2.1.1. Tier 1 Land Units 2.1.2. Tier 2 Land Units 2.1.3. Tier 3 Land Units 2.2. UEF Air Units 2.2.1. Tier 1 Air Units 2.2.2. Tier 2 Air Units 2.2.3. Tier 3 Air Units 2.3. UEF Naval Units 2.3.1. Tier 1 Naval Units 2.3.2. Tier 2 Naval Units 2.3.3. Tier 3 Naval Units 2.4. UEF Defenses 2.4.1. Tier 1 Defenses 2.4.2. Tier 2 Defenses 2.4.3. Tier 3 Defenses 2.5. UEF Economy 2.5.1. Tier 1 Economy 2.5.2. Tier 2 Economy 2.5.3. Tier 3 Economy 2.6. UEF Experimental Units 2.7. UEF Upgrades 2.7.1. Commander 2.7.2. Subcommander 3. Cybran Units 3.1. Cybran Land Units 3.1.1. Tier 1 Land Units 3.1.2. Tier 2 Land Units 3.1.3. Tier 3 Land Units 3.2. Cybran Air Units 3.2.1. Tier 1 Air Units 3.2.2. Tier 2 Air Units 3.2.3. Tier 3 Air Units 3.3. Cybran Naval Units 3.3.1. Tier 1 Naval Units 3.3.2. Tier 2 Naval Units 3.3.3. Tier 3 Naval Units 3.4. Cybran Defenses 3.4.1. Tier 1 Defenses 3.4.2. Tier 2 Defenses 3.4.3. Tier 3 Defenses 3.5. Cybran Economy 3.5.1. Tier 1 Economy 3.5.2. Tier 2 Economy 3.5.3. Tier 3 Economy 3.6. Cybran Experimental Units 3.7. Cybran Upgrades 3.7.1. Commander 3.7.2. Subcommander 3.7.3. Shield Generator 4. Aeon Units 4.1. Aeon Land Units 4.1.1. Tier 1 Land Units 4.1.2. Tier 2 Land Units 4.1.3. Tier 3 Land Units 4.2. Aeon Air Units 4.2.1. Tier 1 Air Units 4.2.2. Tier 2 Air Units 4.2.3. Tier 3 Air Units 4.3. Aeon Naval Units 4.3.1. Tier 1 Naval Units 4.3.2. Tier 2 Naval Units 4.3.3. Tier 3 Naval Units 4.4. Aeon Defenses 4.4.1. Tier 1 Defenses 4.4.2. Tier 2 Defenses 4.4.3. Tier 3 Defenses 4.5. Aeon Economy 4.5.1. Tier 1 Economy 4.5.2. Tier 2 Economy 4.5.3. Tier 3 Economy 4.6. Aeon Experimental Units 4.7. Aeon Upgrades 4.7.1. Commander 4.7.2. Subcommander 5. Faction Comparison 5.1. Land Units 5.2. Air Units 5.3. Naval Units 5.4. Defenses 5.5. Economy 5.6. Experimental Units 5.7. Upgrades 6. Campaigns 6.1. UEF Campaign 6.1.1. Operation Black Earth 6.1.2. Operation Snow Blind 6.1.3. Operation Metal Shark 6.1.4. Operation Vaccine 6.1.5. Operation Forge 6.1.6. Operation Stone Wall 6.2. Cybran Campaign 6.2.1. Operation Liberation 6.2.2. Operation Artifact 6.2.3. Operation Defrag 6.2.4. Operation Mainframe Tango 6.2.5. Operation Unlock 6.2.6. Operation Freedom 6.3. Aeon Campaign 6.3.1. Operation Joust 6.3.2. Operation Machine Purge 6.3.3. Operation High Tide 6.3.4. Operation Entity 6.3.5. Operation Shining Star 6.3.6. Operation Beginnings 7. Economy 7.1. Starting Builds 7.2. Adjacency Bonuses 7.2.1. How They Work 7.2.2. The Numbers 7.3. Build Mode 7.3.0. Universal Hotkeys 7.3.1. Commander 7.3.2. Tier 1 Engineer 7.3.3. Tier 2 Engineer 7.3.4. Tier 3 Engineer 7.3.5. Land Factory 7.3.6. Air Factory 7.3.7. Naval Factory 7.3.8. Quantum Gateway 8. Credits =========== 1. CONTROLS =========== Most controls are intuitive and/or covered by the tutorial, but there are a couple quirks to make note of. Note that all modifiers (Shift, Ctrl, Alt, etc.) can be freely combined, except where otherwise stated. One particularly useful shortcut the manual lacks is: Ctrl + Z: Select all units of the selected type(s) on the map. For example, if bombers are group 4, pressing 4, Ctrl+Z, Ctrl+4 at any time will make sure all your bombers are in group 4 so they can strike when the time is right. You could also zoom out, double-click a bomber, and Ctrl+4. -------------------- 1.1. SELECTING UNITS -------------------- Left Click: Select unit Double Left Click: Select all units of this type on screen Left Click on nothing: Deselect all units Left Click and drag: Select all units in this box * If your selection is primarily mobile units, only the mobile units will be selected. The game will also guess which type of unit you meant. 1: Select all units in Group 1 Ctrl + 1: Set selected units as Group 1 Shift + 1: Add group 1 to your selection Shift + Ctrl + 1: Select the factories in Group 1 * All 10 number keys work for making/selecting groups. * Units can belong to multiple groups. * Your groups will appear as icons on the right side of the screen. * When selecting a group, factories will not be selected by default. * Factories give their group numbers to units they build. Shift + click on unit icon: Add idle engineer to this group Ctrl + X: Select all units and buildings Ctrl + A: Select all air units Ctrl + S: Select all sea units Ctrl + L: Select all land units Ctrl + B: Select all engineers and the Commander Ctrl + Z: Select all units of this type on the map Ctrl + C: Select all units and buildings on screen Ctrl + Period: Select all engineers on screen Ctrl + H: Select all factories on screen Comma: Go to Commander Alt + Comma: Select Commander Period: Go to nearest idle engineer Alt + Period: Select nearest idle engineer Shift + Period: Cycle through idle engineers H: Select nearest factory Ctrl + Shift + L: Select nearest land factory Ctrl + Shift + A: Select nearest air factory Ctrl + Shift + S: Select nearest naval factory ------------------ 1.2. GIVING ORDERS ------------------ Right Click: Give default order * On terrain: Move * On enemies: Attack * Engineers will Capture enemies instead. * On allies or construction: Assist * Engineers will Repair construction instead. * Transports will Transport allied units instead. * On transports: Transport * On ferry points: Transport * Transports will Ferry from that ferry point instead. * On a Move waypoint: Patrol (UNDOCUMENTED) * On an Attack waypoint: Coordinated Attack * Coordinated Attacks must be issued in reverse order of speed: artillery first, aircraft last. All groups will attack simultaneously. Right Click and hold: Move in formation Ctrl + Right Click: Move in default formation * While holding Right Click, press Left Click to cycle through formations. * Taking formation takes priority over arriving at the location. Units at the front may actually go backwards to accomplish this. Ctrl + Alt + Right Click: Attack Move Attack + Left Click on ground: Attack Move * Attack Move instructs units to pursue enemies before completing their move order. It is denoted as a red line with a blue Move waypoint. Shift + Right Click: Queue this command after the current one Shift + Left Click and hold on a command: Move the location of this command R: Repair E: Reclaim P: Patrol * Engineers set to Patrol will automatically Repair and Reclaim. A: Attack C: Capture S: Stop D: Dive / Surface F: Ferry * A transport told to Ferry will create a ferry beacon at its current location and start ferrying units to the chosen destination. I: Assist * Engineers and the Cybran Mantis will Repair units they are assisting. * Other units will deploy in protective formation around the unit. * Factories will take on the build queue and default orders of the factory they are assisting. * Transports assisting a factory will transport to help carry out the default orders of the factory. * Air units assisting a ferry beacon will attempt to help ferry. M: Move U: Transport * Press Transport once to load and again to unload. Z: Pause Construction * Pausing constructions O: Overcharge L: Launch Tactical Missile N: Nuke [: Toggle Fire State (left bracket) * Toggles between Fire At Will, Hold Fire and Hold Ground. Ctrl + K: Kamikaze (Suicide) There are no shortcuts for upgrading units, toggling on/off cloaking and stealth, sacrificing, docking, or ordering factories to repeat orders; they must be manually clicked in the interface or Build Mode. ------------- 1.3. BUILDING ------------- Left Click on unit picture: Build 1 unit/structure Shift + Left Click: Build 5 units Right Click: Cancel building 1 unit/structure Shift + Right Click: Cancel building 5 units/structures Left Click on the map and hold: Build structures in this line Shift + Ctrl + Right Click on a structure outline: Cancel building this structure B: Toggle Build Mode * In Build Mode, keyboard shortcuts refer to each individual building. * For more about Build Mode, see later sections of this guide. Esc: Exit Build Mode ------------------------- 1.4. CAMERA AND INTERFACE ------------------------- Space Bar and hold: Move camera freely Q: Zoom In W: Zoom Out Ctrl + Q: Zoom In Fast Ctrl + W: Zoom Out Fast T: Track unit Ctrl + Shift + T: Track unit on minimap Ctrl + Alt + T: Track unit on 2nd screen Tab: Go to next saved camera position Shift+Tab: Save this camera position Ctrl+Tab: Delete camera position Ctrl+V: Set this camera position as the default view V: Reset camera Ctrl + F: Take screenshot Y: Open Minimap menu Markers for Allies: F5: Mark location as "General Alert" F6: Mark location as "Move" F7: Mark location as "Attack" * These three markers disappear after 10 seconds. F8: Custom marker for location Shift + Ctrl + Right Click: Remove custom marker Shift + Left Click and drag: Move custom marker (allies can do this) Esc: Open Escape menu * In the campaign or skirmish, this will pause the game. Alt + Up Arrow or Alt + Down Arrow: Toggle UI There are four possible UIs: Default: Bottom of the screen Left side of the screen Right side of the screen Minimalist: Small and transparent at the bottom of the screen Ctrl + Alt + F1: Toggle UI on/off Alt + L: Toggle lifebars on/off Ctrl + N: Rename unit Home: Split screen on End: Split screen off PageUp: Scroll up 1 page through chat history PageDown: Scroll down 1 page through chat history Shift + PageUp: Scroll up 1 line through chat history Shift + PageDown: Scroll down 1 line through chat history Ctrl + W: Toggle military overlay (shows weapon ranges) Ctrl + E: Toggle defense overlay (changes icon colors) Ctrl + R: Toggle economy overlay (shows resource usage) Ctrl + T: Toggle intel overlay (shows radar ranges) F1: Toggle objectives window F2: Toggle scores F3: Toggle transmission log F4: Toggle diplomacy window F11: Toggle connectivity window F12: Show Key Bindings Screen Pause: Pause game Minus on numpad: Decrease game speed Plus on numpad: Increase game speed Star on numpad: Reset game speed to +0 ============ 2. UEF UNITS ============ The UEF's unique units are the 3 experimentals and the T3 air Heavy Gunship. UEF standard armaments are traditional shells and guns. They tend to have more armor and less speed than other factions' equivalent units. UEF can use a good mix of land units to combat other races' single unit swarms early on, then establish an advantage with its T3 siege bots and Heavy Gunship. They lack a T3 carrier because their T4 sea unit is a carrier anyway. The UEF ACU has a variety of defensive upgrades, from shields to missiles to enhanced regen ability. ------------------- 2.1. UEF LAND UNITS ------------------- 2.1.1. TIER 1 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER Armor: 150hp Abilities: Engineering Suite, Amphibious Economy: M52 (storage: 5), E260 (storage: 10), T130, build rate: 5 Intel: sight: 18 (352m) Physics: max speed: 1.5 (29.3m/s), turn rate: 90 Veterancy: unknown veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s The basic Engineer is invaluable for early expansion, for reclaiming map features, and for setting up preliminary defenses / radar towers. The UEF engineer has more health, but not enough to let it survive against anything. SNOOP - LAND SCOUT Armor: 29hp Abilities: Radar Economy: M12, E80, T40 Intel: sight: 24 (469m), radar: 75 (1.46km) Physics: max speed: 4.5 (87.9m/s), turn rate: 80 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +7 hp, veteran level 4: +7 hp, veteran level 5: repair 2 hp/s Weapons: Tom Cat Machinegun (Direct Fire, Normal): 1.00 dps, range: 10 (195m) projectile weapon: 2 damage rate of fire: 0.5 (every 2s) veteran level 1: +1 damage, veteran level 3: +1 damage Don't be fooled by the gun - a Land Scout provides radar support and that's it. Place one at a choke point or likely area of approach and you won't have to build an early radar system in your base, freeing up an Engineer for real jobs. If you see an undefended Mass Extractor, send a light assault bot instead. MECH MARINE - LIGHT ASSAULT BOT Armor: 75hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3.4 (66.4m/s), turn rate: 180 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +18 hp, veteran level 4: +18 hp, veteran level 5: repair 2 hp/s Weapons (can fire from transport): Tom Cat Machinegun (Direct Fire): 16.50 dps, range: 14 (273m) projectile weapon: 22 damage rate of fire: 0.75 (every 1.33s) veteran level 1: +6 damage, veteran level 3: +6 damage The Mech Marine is a relatively unimpressive assault bot; it's best used in small groups for raiding parties, to harass the enemy economy. Their only use past the first 5 minutes is as part of air transport raiding parties, as they can fire while still being transported to make a T1 gunship. MA12 STRIKER - MEDIUM TANK Armor: 300hp Cost: M50, E250, T125 Intel: sight: 20 (391m) Physics: max speed: 3.4 (66.4m/s), turn rate: 45 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +73 hp, veteran level 4: +73 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 24.00 dps, area: 1 (19.5m), range: 18 (352m) projectile weapon: 24 damage rate of fire: 1 (every 1s) veteran level 1: +6 damage, veteran level 3: +6 damage The Medium Tank is your main assault unit - it has plenty of health, it's fast and cheap, and it fires quickly enough to hit other T1 units in a land battle. Be aware that its range is not very good, so you'll need to back them up with Lobos to fight anything bigger than another medium tank. LOBO - MOBILE LIGHT ARTILLERY Armor: 205hp Abilities: ShellCam: Rounds Uncover Fog of War Cost: M36, E180, T90 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Artillery (Artillery): 60.00 dps, area: 1 (19.5m), range: 5 (97.7m) - 30 (586m) projectile weapon: 120 damage x 5 projectiles = 600 damage per salvo rate of fire: 0.1 (every 10s) veteran level 1: +30 damage, veteran level 3: +30 damage The UEF light artillery is a wonderful unit. That 60 damage is misleading, as only huge units will be hit by all the projectiles, but the artillery shots have a wide enough area that they can crush assault bots and Aeon light tanks with the area of effect. They keep your Strikers from being overwhelmed and help out immensely against point defenses. ARCHER - MOBILE ANTI-AIR GUN Armor: 205hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Linked Railgun (Anti Air): 4.00 dps, range: 32 (625m) projectile weapon: 2 (base damage) x 2 projectiles = 4 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +1 damage, veteran level 3: +1 damage Frankly, the Archer is terrible. It can barely hit an air transport, let alone a bomber squad tearing your tanks apart. Build interceptors instead. 2.1.2. TIER 2 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER Armor: 734hp Abilities: Engineering Suite, Amphibious Cost: M160 (storage: 10), E800 (storage: 50), T400, build rate: 10 Intel: sight: 20 (391m) Physics: max speed: 1.4 (27.3m/s), turn rate: 82 Transport: class: 2 Veterancy: unknown veteran level 2: +184 hp, veteran level 4: +184 hp, veteran level 5: repair 2 hp/s The T2 Engineer represents a very worthwhile increase in performance and build capability over T1 Engineers. You'll want them for T2 power generators as well as their vast array of defensive options. They build twice as fast, and although their armor is still low, it's enough so that a couple patrolling T1 units won't kill it if it keeps moving. PILLAR - HEAVY TANK Armor: 1200hp Cost: M160, E800, T400 Intel: sight: 23 (449m) Physics: max speed: 3.2 (62.5m/s), turn rate: 55 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 56.00 dps, radius: 1.5 (29.3m), range: 23 (449m) projectile weapon: 28 damage x 2 projectiles = 56 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +7 damage, veteran level 3: +7 damage The Pillar is a perfectly serviceable heavy tank, and the backbone of your T2 land forces. Its chief virtue is its high health, and its ballistic cannon can catch more units with its area of effect than it looks. They'll still die to T3 assault bots, but they can push back enemy forces until then. SKY BOXER - MOBILE AA FLAK ARTILLERY Armor: 1000hp Cost: M160, E800, T400 Intel: sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Flak (Anti Air): 14.40 dps, area: 2 (39.1m), range: 40 (781m) projectile weapon: 3.6 damage x 2 projectiles = 7.2 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +1 damage, veteran level 3: +1 damage Mobile flak guns are a good precaution if you suspect your enemy of having gunships and you're not confident in your ability to win an interceptor battle. You don't need a whole lot of them, as their very presence will make bombers obsolete, but they remain useful as support for T3 units. FLAPJACK - MOBILE MISSILE LAUNCHER Armor: 264hp Cost: M240, E1600, T800 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +66 hp, veteran level 4: +66 hp, veteran level 5: repair 2 hp/s Weapons: Long Range Cruise Missile (Missile): 47.00 dps, area: 1 (19.5m), range: 50 (977m) projectile weapon: 470 damage rate of fire: 0.1 (every 10s) veteran level 1: +118 damage, veteran level 3: +118 damage Unlike other factions, the UEF's mobile missile launcher is mainly an artillery piece: a pack of them can lay waste to even shielded defenses because they have a big payload in a single rocket. Don't expect them to win land battles alone, though, as they have paper armor. They have the same range as your T2 Point Defenses, so they can usually engage point defenses without losing too many comrades to the adjacent defenses. RIPTIDE - AMPHIBIOUS TANK Armor: 734hp Abilities: Hover Cost: M120, E900, T600 Intel: sight: 20 (391m) Physics: max speed: 4 (78.1m/s), turn rate: 23 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +184 hp, veteran level 4: +184 hp, veteran level 5: repair 2 hp/s Weapons: Hells Fury Riot Gun (Direct Fire): 72.00 dps, range: 18 (352m) projectile weapon: 12 damage x 2 projectiles = 24 damage per salvo rate of fire: 3 (every 0.33s) veteran level 1: +3 damage, veteran level 3: +3 damage The Riptide does a lot of damage and it's very fast, but its range is its undoing. They build very slowly, they can't go head-to-head with other T2 units or even a large mob of T1 ground units, and they can't defeat land defenses at all. So use them as surprise attackers, coming in from behind and destroying mass extractors and stray engineers. A huge amphibious assault is difficult to stop, especially if the enemy has focused on subs instead of frigates. PARASHIELD - MOBILE SHIELD GENERATOR Armor: 150hp Shield: 3000hp (size: 16 (313m), recharge time: 18) Cost: M120, E900 (-100), T600 Intel: sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s The UEF's mobile shield generator is awkward and a big energy hog, but it really helps against opposing land forces or defenses. The shield will buy you time, and that's what you need - have one for each set of real land units. While they can still help at T3, they're mostly there to protect your more vulnerable units like artillery and mobile flak guns. 2.1.3. TIER 3 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER Armor: 1500hp Abilities: Engineering Suite, Amphibious Cost: M490 (storage: 20), E3150 (storage: 200), T1050, build rate: 15 Intel: sight: 26 (508m) Physics: max speed: 1.4 (27.3m/s), turn rate: 70 Transport class: 3 veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s The T3 Engineer shows up much more frequently than the other engineers; one should always be the first thing out of your factory. They can jumpstart your economy, assist factories at a useful rate, and get you into the endgame. It's never bad to have too many engineers. Plus, if they're sent to build defenses or repair a crucial target, they'll last much longer under enemy fire. Unfortunately, these guys are very slow - half as fast as T2 support units. TITAN - SIEGE ASSAULT BOT Armor: 2200hp Shield: 2500hp (size: 2.5 (48.8m), regen rate: 167, regen start time: 45, recharge time: 60) Abilities: Shield Cost: M480, E3840 (-25), T1200 Intel: sight: 25 (488m) Physics: max speed: 2.9 (56.6m/s), turn rate: 146 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +550 hp, veteran level 4: +550 hp, veteran level 5: repair 2 hp/s Weapons: Heavy Plasma Cannon (Direct Fire): 100.00 dps, range: 25 (488m) projectile weapon: 50 damage rate of fire: 2 (every 0.5s) veteran level 1: +13 damage, veteran level 3: +13 damage The Titan's gun is actually not very powerful; its main strength is in its shield, which allows it to survive lopsided conflicts without losing any health whatsoever. Siege bots are Commander killers, says the tutorial, and that's true - as long as you can get them past their defenses and their own land forces. They don't win wars for you automatically, but you can feel safe building them in huge quantities no matter what your mission will be. DEMOLISHER - MOBILE HEAVY ARTILLERY Armor: 945hp Abilities: Deploys: Immobile While Firing Cost: M800, E8000, T2400 Intel: sight: 26 (508m) Physics: max speed: 2.6 (50.8m/s), turn rate: 20 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +236 hp, veteran level 4: +236 hp, veteran level 5: repair 2 hp/s Weapons: Anti Matter Artillery (Artillery): 70.00 dps, area: 3.5 (68.4m), range: 25 (488m) - 70 (1.37km) projectile weapon: 1400 damage rate of fire: 0.05 (every 20s) veteran level 1: +350 damage, veteran level 3: +350 damage Mobile heavy artillery is good for only one thing: cracking a well-defended base. They outrange T2 point defense but not T2 artillery, so make sure to target those first. They're totally helpless against enemy land or air units, although they have enough health that they won't all die if you have enough siege bots to protect them. When you're about to build a group, think this: "Which would I rather have: 5 artillery guns or 10 siege bots?" If you think you may encounter any resistance on legs that's faster than a Colossus, the answer should be "10 siege bots". ------------------ 2.2. UEF AIR UNITS ------------------ 2.2.1. TIER 1 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER HUMMINGBIRD - AIR SCOUT Armor: 5hp (Light) Cost: M16, E640, T160 Intel: sight: 64 (1.25km) Physics: max speed: 17 (332m/s), turn rate: 100, elevation: 20 (391m) Transport class: 1 veteran level 2: +1 hp, veteran level 4: +1 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 10 damage, area: 1 (19.5m) The Air Scout is extremely inexpensive, and it's this virtue that makes it useful. While an interceptor will often get farther into an enemy base, a single air scout in your build queue will let you stockpile a set of scouts that can crisscross the map looking for a lightly defended way in, and for exactly 1 mass per second. CYCLONE - INTERCEPTOR Armor: 20hp (Light) Cost: M38, E2280, T380 Intel: sight: 32 (625m) Physics: max speed: 19 (371m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 1 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Linked Railgun (Anti Air): 20.00 dps, range: 20 (391m) projectile weapon: 20 damage rate of fire: 1 (every 1s) veteran level 1: +5 damage, veteran level 3: +5 damage Air Crash (Death): 25 damage, area: 1 (19.5m) Interceptors are the bread and butter of your air defense. They're fast, effective, and cheap, meaning you can set Engineers to build more without having to pause your other projects. I recommend having one Air Factory set to build infinite interceptors for the entire game. SCORCHER - ATTACK BOMBER Armor: 20hp (Light) Cost: M144, E2880, T480 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Napalm Carpet Bomb (Bomb): 150.00 dps, area: 2.5 (48.8m), range: 3 (58.6m) projectile weapon: 60 (15 times 4 damage over 2 seconds) x 5 projectiles = 300 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +15 damage, veteran level 3: +15 damage Air Crash (Death): 100 damage, area: 1 (19.5m) The UEF attack bomber is just fine for what it does: create an early threat that forces the opponent to send out his interceptors. If you don't have the breathing room to upgrade your air factory to high levels, you can produce big packs of bombers that turn a failed attack on the Commander into a success. Just make sure you're not sending them through any kind of air defense that's higher than T1 turrets or Cybran mobile anti-air. C-6 COURIER - LIGHT AIR TRANSPORT Armor: 90hp (Light) Abilities: T1 Transport: Carries T1-T3 Land Units Cost: M120, E4800, T600 Intel: sight: 32 (625m) Physics: max speed: 15 (293m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 veteran level 2: +23 hp, veteran level 4: +23 hp, veteran level 5: repair 1 hp/s The advantage of having an early air transport is twofold: you can airlift your assault bots and have a flying gunship to kill enemy T1 forces, or you can make more perilous drops of units or engineers behind enemy lines. Don't rely on them to live beyond one drop, though; they're mostly there to strike fear into the hearts of your enemies rather than actually deliver the victory. It transports 6 T1 units, 3 T2 units, or 1 T3 unit. 2.2.2. TIER 2 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER JANUS - BOMBER Armor: 75hp (Light) Cost: M432, E8640, T1440 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 18 (352m), engage distance: 50 (977m), turn speed: 0.6 Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +19 hp, veteran level 4: +19 hp, veteran level 5: repair 1 hp/s Weapons: Napalm Carpet Bomb (Normal): 480.00 dps, area: 2.5 (48.8m), range: 40 (781m) projectile weapon: 15x8 damage over 1s x 8 projectiles = 960 damage rate of fire: 0.5 (every 2s) veteran level 1: +30 damage, veteran level 3: +30 damage Air Crash (Death): 200 damage, area: 1 (19.5m) The Janus fills a very small niche: using your air superiority to kill ground units when you don't yet need T3 strategic bombers. They're more powerful than gunships, but their wide arc after firing their napalm means that they'll get chewed up by air defense just like T1 bombers. If your opponent can't keep his interceptors in the air, build some of these until he builds more fighters. STORK - TORPEDO BOMBER Armor: 130hp (Light) Abilities: Sonar Cost: M600, E6300, T1000 Intel: sight: 32 (625m), sonar: 40 (781m) Physics: max speed: 15 (293m/s), elevation: 18 (352m), engage distance: 75 (1.46km) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +33 hp, veteran level 4: +33 hp, veteran level 5: repair 1 hp/s Weapons: Angler Torpedo (Anti Navy): 130.00 dps, range: 4 (78.1m) - 19 (371m) projectile weapon: 650 damage rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +163 damage, veteran level 3: +163 damage Air Crash (Death): 150 damage, area: 1 (19.5m) Torpedo bombers are all but useless. They cost a lot of mass for a unit that's going on a suicide mission anyway (since most ships have decent air defenses), their torpedo can be shot down by enemy ships, and their bomber-like flight path makes them more likely to stray into the enemy base than a gunship. If you can't get an ocean foothold and you need to clear out the sub hunting packs, build a dozen of these; otherwise, stick to gunships. STINGER - GUNSHIP Armor: 120hp (Light) Abilities: Transport Hook: Carries a T1 or T2 Land Unit Cost: M432, E8640, T1440 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 10 (195m) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Hells Fury Riot Gun (Direct Fire): 72.00 dps, range: 22 (430m) projectile weapon: 24 damage rate of fire: 3 (every 0.33s) veteran level 1: +6 damage, veteran level 3: +6 damage Air Crash (Death): 100 damage, area: 1 (19.5m) UEF gunships have trouble firing at other "low-flying" air units like gunships, but in return they can be used instead of air transports if you just need to pick up a few guys and set them down across a river, or if you need more transports and you don't have the time to build them. And this isn't even mentioning the fact that they're terrifying against unprepared opponents, able to chew through T1 air defenses and kill the ACU inside. They're the number one reason to build interceptors - so that your gunships can roam around, forcing the opponent to fight for every mass patch. C14 STAR LIFTER - AIR TRANSPORT Armor: 210hp (Light) Abilities: T2 Transport: Carries ACUs, T1-T3 Land Units Cost: M320, E12800, T1600 Intel: sight: 32 (625m) Physics: max speed: 18 (352m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +53 hp, veteran level 4: +53 hp, veteran level 5: repair 1 hp/s Weapons: 2x Hells Fury Riot Gun (Direct Fire): 6.00 dps, range: 22 (430m) projectile weapon: 2 damage rate of fire: 3 (every 0.33s) veteran level 1: +1 damage, veteran level 3: +1 damage 2x Linked Railgun (Anti Air): 16.00 dps, range: 20 (391m) projectile weapon: 8 damage x 2 projectiles = 16 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +2 damage, veteran level 3: +2 damage Air Crash (Death): 25 damage, area: 1 (19.5m) While it's nice that the air transport can defend itself, its main method of defense is its "heavy" armor, allowing it to take a couple shots from air defenses and still drop its cargo. They carry twice the amount of units that a T1 transport does: 12 T1 guys, 6 T2 guys, 3 T3 guys, or an ACU/SCU. If your Commander is being transported, he won't die with the air transport. 2.2.3. TIER 3 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SR90 BLACKBIRD - SPY PLANE Armor: 30hp (Light) Abilities: Radar Cost: M56, E2240, T420 Intel: sight: 96 (1.88km), radar: 96 (1.88km), omni: 30 (586m) Physics: max speed: 21 (410m/s), elevation: 25 (488m) Transport class: 3 veteran level 2: +8 hp, veteran level 4: +8 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 100 damage, area: 1 (19.5m) The Spy Plane takes a while to build, but it's still very inexpensive. You'll only really need one spy plane, because its sight range allows you to see the edges of the enemy base without being shot down. Unless they have T3 air defenses, you should be able to make it all the way through the enemy base before they catch up to you. On patrol, I'd rather have interceptors, but for simply keeping you up to date, a spy plane is more cost-effective than sending your interceptors on a death mission. WASP - AIR SUPERIORITY FIGHTER Armor: 250hp (Light) Cost: M360, E24000, T3600 Intel: sight: 32 (625m) Physics: max speed: 25 (488m/s), elevation: 20 (391m), engage distance: 50 (977m) Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +63 hp, veteran level 4: +63 hp, veteran level 5: repair 1 hp/s Weapons: 2x Ginsu Pulse Beam (Anti Air): 40.00 dps, area: 1 (19.5m), range: 24 (469m) projectile weapon: 40 damage rate of fire: 1 (every 1s) veteran level 1: +10 damage, veteran level 3: +10 damage Air Crash (Death): 200 damage, area: 1 (19.5m) The Wasp is a very expensive anti-air unit, so you should only build it if you think you're going to need to kill enemy air units on a regular basis. They fly so fast that they won't provide proper cover for a bombing run, but they can come in and ambush the enemy interceptor force, and they are the best way to deal with experimental air units. AMBASSADOR - STRATEGIC BOMBER Armor: 150hp (Light) Abilities: Anti-Air Cost: M2160, E72000, T7200 Intel: sight: 32 (625m) Physics: max speed: 15 (293m/s), elevation: 25 (488m), engage distance: 50 (977m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 1 hp/s Weapons: Small Yield Nuclear Bomb (Bomb): 1300.00 dps, area: 4.5 (87.9m), range: 5 (97.7m) projectile weapon: 6500 damage rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +1625 damage, veteran level 3: +1625 damage Linked Railgun (Anti Air): 120.00 dps, range: 44 (859m) projectile weapon: 20 damage x 2 projectiles = 40 damage per salvo rate of fire: 3 (every 0.33s) Air Crash (Death): 500 damage, area: 1 (19.5m) Strategic bombers build so slowly that they require a big group of Engineers. The word "strategic" there shouldn't be taken lightly: they can actually kill interceptors with their anti-air guns, they fly high enough that it takes a SAM site a while to kill them, and of course their bomb is fearsome. These things are wasted on enemy land forces, as their inaccuracy makes them just as likely to take out your guys as theirs; instead, stockpile them together with an enormous force of other aircraft to distract enemy air defenses and use them for a surgical strike on an ACU, artillery piece or nuke missile defense. BROADSWORD - HEAVY GUNSHIP Armor: 475hp (Light) Abilities: Anti-Air Cost: M2100, E22500, T4500 Intel: sight: 32 (625m) Physics: max speed: 10 (195m/s), turn rate: 100, elevation: 10 (195m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +119 hp, veteran level 4: +119 hp, veteran level 5: repair 1 hp/s Weapons: Heavy Plasma Cannon (Direct Fire): 242.00 dps, range: 25 (488m) projectile weapon: 110 damage rate of fire: 2.2 (every 0.45s) veteran level 1: +28 damage, veteran level 3: +28 damage Heavy Plasma Cannon (Direct Fire): 180.40 dps, range: 25 (488m) projectile weapon: 82 damage rate of fire: 2.2 (every 0.45s) Linked Railgun (Anti Air): 28.00 dps, range: 44 (859m) projectile weapon: 7 damage x 2 projectiles = 14 damage per salvo rate of fire: 2 (every 0.5s) Air Crash (Death): 300 damage, area: 1 (19.5m) The UEF's unique unit, the Heavy Gunship's main virtue is its heavy armor. It's a gunship, so it's vulnerable to attacks from other gunships as well as T2 flak anti-air, but the sheer amount of firepower it can dish out makes it a formidable weapon. A heavy gunship strike can eat up an attacking ground force for breakfast, then retreat to an Air Staging Facility while the enemy fighters run into your wall of air defense. -------------------- 2.3. UEF NAVAL UNITS -------------------- 2.3.1. TIER 1 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER TIGERSHARK - ATTACK SUBMARINE Armor: 1250hp Abilities: Submersible Cost: M600, E2000, T1000 Intel: sight: 32 (625m), sonar: 40 (781m), water sight: 32 (625m) Physics: max speed: 4.675 (91.3m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +313 hp, veteran level 4: +313 hp, veteran level 5: repair 3 hp/s Weapons: Angler Torpedo (Anti Navy): 93.75 dps, range: 32 (625m) projectile weapon: 375 damage rate of fire: 0.25 (every 4s) veteran level 1: +94 damage, veteran level 3: +94 damage Light Plasma Cannon (Direct Fire): 24.00 dps, range: 30 (586m) projectile weapon: 24 damage rate of fire: 1 (every 1s) veteran level 1: +6 damage, veteran level 3: +6 damage Although the UEF sub is slightly outmatched against the Aeon sub, it has one redeeming factor: you can order it to surface (by pressing "Dive" or "D") and it will add its deck laser to the equation. This is usually a spectacularly bad idea, as it makes you vulnerable to land fire, sacrificing the UEF's armor advantage, but it can kill hovering Engineers if it needs to, which is nice. THUNDERHEAD CLASS FRIGATE Armor: 2120hp Abilities: Radar Jammer, Radar, Sonar Cost: M280, E2800, T700 Intel: sight: 32 (625m), radar: 75 (1.46km), sonar: 75 (1.46km), water sight: 24 (469m) Physics: max speed: 6.8 (133m/s), turn rate: 30 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +188 hp, veteran level 4: +188 hp, veteran level 5: repair 3 hp/s Weapons: Gauss Cannon (Direct Fire Naval): 48.28 dps, area: 1 (19.5m), range: 28 (547m) projectile weapon: 140 damage rate of fire: 0.34 (every 2.9s) veteran level 1: +35 damage, veteran level 3: +35 damage Linked Railgun (Anti Air): 4.00 dps, range: 48 (938m) projectile weapon: 2 damage rate of fire: 2 (every 0.5s) veteran level 1: +1 damage, veteran level 3: +1 damage The UEF frigate is not only for naval assaults (its armor makes it difficult to kill except with subs or bigger ships) but naval intelligence. It has radar and sonar, and the jamming makes it impossible to target UEF ships by radar. The anti-air is just for show, but at least a single bomber can't wreck your ships. 2.3.2. TIER 2 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER GOVERNOR CLASS CRUISER Armor: 3500hp Abilities: Tactical Missile, Missile Defense - Tactical Cost: M2000, E18000, T4000 Intel: sight: 60 (1.17km), radar: 80 (1.56km), sonar: 20 (391m), water sight: 45 (879m) Physics: max speed: 4.25 (83.0m/s), turn rate: 20 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +875 hp, veteran level 4: +875 hp, veteran level 5: repair 3 hp/s Weapons: Gauss Cannon (Direct Fire Naval): 33.33 dps, area: 1 (19.5m), range: 64 (1.25km) projectile weapon: 200 damage rate of fire: 0.166667 (every 6s) veteran level 1: +50 damage, veteran level 3: +50 damage Flayer SAM Launcher (Anti Air): 32.00 dps, area: 1 (19.5m), range: 72 (1.41km) projectile weapon: 16 damage x 4 projectiles = 64 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +4 damage, veteran level 3: +4 damage Long Range Cruise Missile (Missile): 75.00 dps, area: 3 (58.6m), range: 12.5 (244m) - 100 (1.95km) projectile weapon: 2500 damage rate of fire: 0.03 (every 33.33s) veteran level 1: +625 damage, veteran level 3: +625 damage Phalanx Anti Missile (Defense): 4.50 dps, range: 32 (625m) beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 per salvo rate of fire: 3 (every 0.33s) The cruiser is where the UEF's philosophy of throwing brute force guns onto a heavily armored platform shines. Cruisers, far from being "just big anti-air boats", have tactical missiles with range approaching a real tactical missile launcher, SAM missiles that don't do the damage of a real SAM site but work just as well against T1 or T2 aircraft that will be dead within the first salvo anyway, and a deck gun that provides a modicum of protection against amphibious units ambushing it as well. Of course, enemy cruisers also have tactical missile defenses, so you won't be able to use your cruise missiles on them, but against shoreline targets, it provides you a viable option to fight back against T2 artillery. VALIANT CLASS DESTROYER Armor: 7200hp Abilities: Torpedo Defense Cost: M2250, E15000, T5000 Intel: sight: 55 (1.07km), radar: 60 (1.17km), sonar: 40 (781m), water sight: 42 (820m) Physics: max speed: 6 (117m/s), turn rate: 25 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1800 hp, veteran level 4: +1800 hp, veteran level 5: repair 3 hp/s Weapons: 2x Gauss Cannon (Direct Fire Naval): 100.00 dps, area: 1 (19.5m), range: 80 (1.56km) projectile weapon: 300 damage x 2 projectiles = 600 damage per salvo rate of fire: 1/6 (every 6s) veteran level 1: +75 damage, veteran level 3: +75 damage Linked Railgun (Anti Air): 9.00 dps, range: 66 (1.29km) projectile weapon: 3 damage x 2 projectiles = 6 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +1 damage, veteran level 3: +1 damage Angler Torpedo (Anti Navy): 37.50 dps, range: 32 (625m) projectile weapon: 150 damage rate of fire: 0.25 (every 4s) veteran level 1: +38 damage, veteran level 3: +38 damage Smart Charge AntiTorpedo (Defense): 0.20 dps, range: 25 (488m) projectile weapon: 1 damage rate of fire: 0.1 (every 10s) The UEF destroyer has a bunch of extra weapons tacked on - a torpedo and a torpedo defense for subs, a very weak anti-air turret just to make you feel better about those units flying overhead - but its main power lies in its two guns, one in front and one in back, that allow it to get a bead on enemy ships, especially T1 ships, with more accuracy and equivalent firepower to the Aeon destroyer, while still dodging enemy long-range fire with its high top speed. It's not the best destroyer on the seas, but it'll still tear through anything but opposing destroyers, and it stands a chance against the slower and weaker Cybran destroyer if it keeps moving. Good enough for government work. 2.3.3. TIER 3 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SUMMIT CLASS BATTLESHIP Armor: 60000hp Abilities: Missile Defense - Tactical Cost: M20000, E160000, T24000 Intel: sight: 70 (1.37km), radar: 100 (1.95km), sonar: 32 (625m), water sight: 50 (977m) Physics: max speed: 4.675 (91.3m/s), turn rate: 15 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +15000 hp, veteran level 4: +15000 hp, veteran level 5: repair 3 hp/s Weapons: 3x Gauss Cannon (Direct Fire Naval): 150.00 dps, area: 2 (39.1m), range: 128 (2.50km) projectile weapon: 600 damage x 3 projectiles = 1800 damage per salvo rate of fire: 0.08333333 (every 12s) veteran level 1: +150 damage, veteran level 3: +150 damage 4x Linked Railgun (Anti Air): 40.00 dps, range: 60 (1.17km) projectile weapon: 10 damage x 2 projectiles = 20 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage 2x Phalanx Anti Missile (Defense): 4.50 dps, range: 32 (625m) beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 per salvo rate of fire: 3 (every 0.33s) The Battleship is basically an experimental unit that you can build in your naval factory. It has ungodly amounts of armor, tactical missile defenses to make sure it isn't taken out by shore defenses before it's had its say in the matter, and anti-air guns designed to kill gunships rather than bombers (which your cruisers should already be handling). Like all battleships, it has a trio of (basically) T2 artillery pieces as main guns, allowing it to stay far away from shore and engage land defenses on their own terms, while killing the Cybran fleet before it can close to torpedo range. Don't send this out alone, as it has no way of defending against subs. ACE - STRATEGIC MISSILE SUBMARINE Armor: 4000hp Abilities: Submersible, Sonar, Manual Build, Manual Launch Cost: M10000, E60000, T15000 Intel: sight: 16 (313m), sonar: 75 (1.46km), water sight: 24 (469m) Physics: max speed: 2.55 (49.8m/s), turn rate: 25 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1000 hp, veteran level 4: +1000 hp, veteran level 5: repair 3 hp/s Weapons: Long Range Cruise Missile (Missile): 200.00 dps, area: 3 (58.6m), range: 128 (2.50km) projectile weapon: 2000 damage rate of fire: 0.1 (every 10s) veteran level 1: +750 damage, veteran level 3: +750 damage Nuclear Warhead (Missile): inner ring damage: 35000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) storage: 2 missiles Just because your nuclear weapon comes on a sub doesn't mean it's any less painful to build. Remember not to build this in your only naval factory, as you'll shortly get overwhelmed. When it's up, though, the UEF has the advantage of being able to mask its cruise missile attacks with actual cruisers' missiles so that the opponent doesn't know you have one. If you have enough fire support from your regular fleet, the sub will be able to get through a shot or two from its tactical missiles, which kill T1 ships or a cruiser in a single shot. While you fight what's probably a losing battle (because you've been making a sub instead of a sea fleet), your nuke sub can return home safely and live to nuke another day. The nukes it builds are more expensive, but the sub itself is considerably cheaper than a battleship. ----------------- 2.4. UEF DEFENSES ----------------- 2.4.1. TIER 1 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ DM1 PLASMA CANNON - POINT DEFENSE Armor: 850hp Cost: M250, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Light Plasma Cannon (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 75 damage rate of fire: 2 (every 0.5s) veteran level 1: +19 damage, veteran level 3: +19 damage Tier 1 point defense turrets all serve the same purpose: they chew up enemy T1 land units, and don't really do anything past that. They're a big strain on your early economy, but if you can guess where the enemy will attack, you have a good chance of getting more than your money's worth from the turret. RAILGUN - ANTI-AIR TURRET Armor: 1200hp Abilities: Amphibious Cost: M200, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Linked Railgun (Anti Air): 15.00 dps, range: 44 (859m) projectile weapon: 5 damage x 2 projectiles = 10 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +1 damage, veteran level 3: +1 damage Unlike T1 mobile anti-air, T1 turrets can actually shoot down enemy aircraft if you build enough of them. If you suspect the opponent of either going for an early bomber / transport strike or teching up and sending in gunships, build a bunch of these. Just a few turrets can convince the opponent that it's not a good idea to take to the skies. CALCICRETE - WALL SECTION Armor: 4000hp Cost: M2, E10, T10 Walls don't count against your unit limit, but you can select and Ctrl-K them if you want to make an entryway. Walls really aren't very effective except as a way to slow units down, as most units will simply shoot over the top of them anyway. If you're on a hill, they might give you some protection, but you might just want to build them a little back from the cliff edge in that case. SA1-1000 - RADAR SYSTEM Armor: 10hp Abilities: Upgradeable Cost: M80, E720 (-20), T80, build rate: 10 Intel: sight: 20 (391m), radar: 115 (2.25km) Physics: size for adjacency: 4
Tech 1 radar isn't very useful on land, because you have Land Scouts anyway. Instead, build one where you want to upgrade it later, and then when you get an excess of energy at tech level 2, build yourself a T2 radar, which actually has uses in intelligence gathering. SP1-1000 - SONAR SYSTEM Armor: 600hp Abilities: Upgradeable Cost: M64, E544 (-10), T80, build rate: 10 Intel: sight: 20 (391m), sonar: 115 (2.25km) Physics: size for adjacency: 4 Tech 1 sonar is like tech 1 radar: so small as to be almost useless, especially since frigates have a decent sonar range. Build one and upgrade it later. DN1 - TORPEDO LAUNCHER Armor: 4700hp Cost: M600, E4000, T500 Intel: sight: 24 (469m), sonar: 32 (625m) Physics: size for adjacency: 4 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +1175 hp, veteran level 4: +1175 hp, veteran level 5: repair 2 hp/s Weapons: Angler Torpedo (Anti Navy): 300.00 dps, range: 32 (625m) projectile weapon: 600 damage rate of fire: 0.5 (every 2s) veteran level 1: +150 damage, veteran level 3: +150 damage A Torpedo Launcher is basically an immobile, well-armored, floating sub. Don't expect it to defend against decent ships any more than T1 point defense will stop T2 land units, but it'll at least take down a few subs, thus making it much more manageable for your weak T1 UEF navy. 2.4.2. TIER 2 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ TRIAD - T2 POINT DEFENSE Armor: 2250hp Cost: M540, E3600, T450 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +450 hp, veteran level 4: +450 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 225.00 dps, area: 1 (19.5m), range: 50 (977m) projectile weapon: 150 damage x 3 projectiles = 450 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +38 damage, veteran level 3: +38 damage The UEF's T2 Point Defense is designed to provide a middle ground between the Cybrans' laser which tends to be blocked by hills and the Aeon's cannon which tends to fire slowly and miss moving units. It does this with the UEF's small armor boost, meaning you can make them without an array of shields and missile defenses and other nonsense and they'll still work fine. AIR CLEANER - ANTI-AIR FLAK ARTILLERY Armor: 3900hp Abilities: Amphibious Cost: M560, E5600, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +975 hp, veteran level 4: +975 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Flak (Anti Air): 18.00 dps, area: 2.5 (48.8m), range: 44 (859m) projectile weapon: 9 damage rate of fire: 2 (every 0.5s) veteran level 1: +2 damage, veteran level 3: +2 damage Flak anti-air is leagues better than guns, and it stays useful against gunships until the end of the game, so you might as well take the plunge and build some after scouting to see if your opponent has T2 air yet. Don't forget that it's amphibious, so if your opponent is the type to build T2 air to take out your T2 torpedo launchers, there's a solution. SD-PULSE - SHIELD GENERATOR Armor: 250hp Shield: 9000hp (size: 26 (508m), regen rate: 1800, regen start time: 10, recharge time: 15) Abilities: Upgradeable Cost: M600, E6000 (-200), T600, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 12 The UEF T2 shield generator is extremely large but very respectable - but that's because it can upgrade to T3 whenever your economy can support the extra drain. Build T2 shields around your defenses instead of T3, then come back at the T3 level and upgrade the shields as you strengthen your defenses further. KLINK HAMMER - ARTILLERY INSTALLATION Armor: 3600hp Cost: M2520, E18000 (-50), T1800 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +900 hp, veteran level 4: +900 hp, veteran level 5: repair 2 hp/s Weapons: APDS Artillery (Artillery): 97.56 dps, area: 3 (58.6m), range: 5 (97.7m) - 128 (2.50km) projectile weapon: 2000 damage rate of fire: 0.05 (every 20.5s), firing randomness: 2 veteran level 1: +500 damage, veteran level 3: +500 damage T2 artillery is expensive to build and operate, but offers a painless way to protect your base from huge threats like sea bombardment or experimentals without having to worry about micromanaging your tactical missile launcher. If you expect destroyers to be shelling your shoreline, or if you want to creep up defenses to within their base, build T2 artillery as fire support. ALOHA - TACTICAL MISSILE LAUNCHER Armor: 1500hp Abilities: Manual Build, Manual Launch Cost: M800, E4000, T800 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s Weapons: Long Range Cruise Missile (Missile): area: 2 (39.1m), range: 15 (293m) - 128 (2.50km) projectile weapon: 6000 damage rate of fire: 3 (every 0.33s) veteran level 1: +1500 damage, veteran level 3: +1500 damage The more quick-fingered among you will love tactical missile launchers. They're cheap to build, they always hit the target on the first shot, and you can fire them quite rapidly if they're stockpiled. Unfortunately, en masse, it's too much trouble to keep building and firing them. So these launchers shine on small maps or as a gambit inside a forward base, so that you can take out enemy defensive positions and Commanders. BUZZKILL - TACTICAL MISSILE DEFENSE Armor: 3000hp Abilities: Amphibious Cost: M280, E3200, T400 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Weapons: Phalanx Anti Missile (Defense): 4.50 dps, range: 40 (781m), effective range: 32 (625m) beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 damage rate of fire: 3 (every 0.33s) Tac Missile Defense is rather useless on the sea, since your T2 ships have it anyway; instead, build it in a defensive position you expect to be attacked by T2 mobile missile launchers. The defense against enemy Tactical Missiles is merely a side benefit, but since especially Cybrans rely on mobile missile launchers, you can extend your T2 point defense's lifespan significantly. SA2-2000 - T2 RADAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M180, E3600 (-250), T600, build rate: 15 Intel: sight: 25 (488m), radar: 200 (3.91km) Physics: size for adjacency: 4 T2 radar actually has a decent range, although it still has no armor. Make sure you can handle its -250 energy drain - radar is no good when you turn it off. SP2-2000 - T2 SONAR SYSTEM Armor: 1400hp Abilities: Upgradeable Cost: M120, E3600 (-100), T600, build rate: 15 Intel: sight: 25 (488m), sonar: 230 (4.49km) Physics: size for adjacency: 4 T2 sonar covers a very long range, making it useful to detect subs in pitched naval battles as well as scarier threats like underwater experimentals later. Plus you can upgrade it further to make it more useful. STEALTH FIELD GENERATOR Armor: 200hp Cost: M360, E5400 (-175), T900 Intel: sight: 20 (391m), radar stealth field radius: 16 (313m) Physics: size for adjacency: 12 If you want to make something stealthy, you'd better want it really badly - a Tactical Missile or T3 Artillery outpost comes to mind. These things are too expensive and bulky to toy with. You're generally better off with spending your resources on something that makes a difference once it's discovered, because UEF stealth generators have a really low range. TSUNAMI - HEAVY TORPEDO LAUNCHER Armor: 12500hp Cost: M1500, E9000, T1500 Intel: sight: 32 (625m), sonar: 42 (820m) Physics: size for adjacency: 4 Veterancy: 10, 20, 50, 100, 200 kills veteran level 2: +3125 hp, veteran level 4: +3125 hp, veteran level 5: repair 2 hp/s Weapons: Angler Torpedo (Anti Navy): 975.00 dps, range: 42 (820m) projectile weapon: 650 damage rate of fire: 1.5 (every 0.67s) veteran level 1: +163 damage, veteran level 3: +163 damage The Heavy Torpedo Launcher is vulnerable to destroyers shelling it from afar, but if anything ventures into its radius, it's a formidable opponent. Again, UEF will usually be relying on defenses to take back the seas until it can build a substantial sea fleet, and this is a great way to make T1 obsolete. REFUEL & REPAIR - AIR STAGING FACILITY Armor: 500hp Cost: M350, E2100, T350 Physics: size for adjacency: 12 Transport: class 2 attach size: 2, class 3 attach size: 4 An Air Staging Facility is boring but necessary, as it prevents your aircraft (especially patrolling fighters) from losing fuel and becoming useless. You generally don't need one unless there are substantial air threats to you. 2.4.3. TIER 3 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ FLAYER - ANTI-AIR SAM LAUNCHER Armor: 5500hp Abilities: Amphibious Cost: M1400, E12000, T1500 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1375 hp, veteran level 4: +1375 hp, veteran level 5: repair 2 hp/s Weapons: Flayer SAM Launcher (Anti Air): 90.00 dps, range: 60 (1.17km) projectile weapon: 40 damage rate of fire: 3 (every 0.33s) veteran level 1: +10 damage, veteran level 3: +10 damage T3 anti-air is the ultimate solution to air attacks. It'll take out any plane with a barrage of tracking missiles, and it does enough damage that a couple of them are able to stop even T2 transport drops before they get close. If your scouting reveals a T3 air factory or a cloud of malignant gunships, start making these guys; you'll be glad you did. HSD PULSE - HEAVY SHIELD GENERATOR Armor: 500hp Shield: 15000hp (size: 44 (859m), regen rate: 3000, regen start time: 18, recharge time: 23) Cost: M3000, E50000 (-400), T3750 Intel: sight: 20 (391m) Physics: size for adjacency: 12 As a standalone unit, the UEF T3 shield covers a very wide range - perfect to build in the middle of your T3 power and fabricator farms, or to overlap and protect your most important projects. On your defensive line, you're better off with T2 shields that you upgrade later. Remember, if you're under attack, your engineers can help recharge the shield by being told to assist or repair. DUKE - HEAVY ARTILLERY INSTALLATION Armor: 5000hp Cost: M113400, E1113750 (-200), T30375 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1250 hp, veteran level 4: +1250 hp, veteran level 5: repair 2 hp/s Weapons: Anti Matter Artillery (Artillery): 568.75 dps, area: 5 (97.7m), range: 150 (2.93km) - 750 (14.6km) projectile weapon: 9100 damage rate of fire: 0.0625 (every 16s), firing randomness: 1 veteran level 1: +2275 damage, veteran level 3: +2275 damage T3 artillery is perhaps the most ironclad of long-term plans: build one in range of the enemy base, covered with an impenetrable defense, and only heavy shields can save them. A word of warning: it has a substantial minimum range, so you'll need to protect it with T2 artillery. STONAGER - STRATEGIC MISSILE LAUNCHER Armor: 8640hp Abilities: Manual Launch Cost: M130000, E1250000, T75000 Intel: sight: 28 (547m) Physics: size for adjacency: 12 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2160 hp, veteran level 4: +2160 hp, veteran level 5: repair 2 hp/s Weapons: Nuclear Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) A nuke wipes out everything in its path, and that's why it's so ridiculously expensive and has its own specialized defenses. You can either eliminate their nuke defenses with traditional arms and then follow up with a decisive strike, or in team games, you can have your teammate protect you while you rush to get a single nuke missile targetting the enemy Commander before they even think of having defenses for it. NUKE ELIMINATOR - STRATEGIC MISSILE DEFENSE Armor: 4000hp Cost: M21000, E240000, T9000 Physics: size for adjacency: 8 Weapons: AntiNuke (Defense): 30.00 dps, range: 75 (1.46km), effective range: 64 (1.25km) projectile weapon: 30 damage rate of fire: 1 (every 1s) It's never a bad idea to have a nuke defense covering your T3 factories and power farms in a long game, just in case someone gets any funny ideas. You can assist the nuke defense missiles if you're worried about time. SA3-OMNI - OMNI SENSOR ARRAY Armor: 100hp Abilities: Omni Sensor Cost: M2400, E30000 (-2000), T1800 Intel: sight: 30 (586m), radar: 600 (11.7km), omni: 200 (3.91km), sonar: 600 (11.7km) Physics: size for adjacency: 4 The Omni Sensor basically requires its own dedicated T3 power generator, especially if you decide to put a shield around your significant investment, but it's worth it: it gives your base protection from stealth and cloaking fields while also expanding your radar range so you won't need multiples. You don't need to make one immediately on reaching T3, but towards the end of the game most players have excess energy to power one anyway. SP3-SONAR - SONAR PLATFORM Armor: 2000hp Abilities: Torpedo Defense Cost: M200, E6000 (-100), T750 Intel: sight: 32 (625m), sonar: 450 (4.49km), water sight: 24 (469m) Physics: max speed: 5.5 (107m/s), turn rate: 50 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +875 hp, veteran level 4: +875 hp, veteran level 5: repair 3 hp/s Weapons: Angler Torpedo (Anti Navy): 300.00 dps, range: 32 (625m) projectile weapon: 300 damage x 2 projectiles = 600 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +75 damage, veteran level 3: +75 damage The UEF Sonar Platform is actually a decent fighter in addition to its insane sonar range. Feel free to set it on patrol by your torpedo launchers. ---------------- 2.5. UEF ECONOMY ---------------- 2.5.1. TIER 1 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ LAND FACTORY Armor: 4800hp Abilities: Upgradeable Cost: M240 (storage: 80), E2100 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The Land Factory should be your default choice on any map that doesn't have big quantities of water, and if you're Aeon, you may even give it a try. Since T1 land battles often involve enormous masses of land units, you'll want a lot of T1 land factories - they're better than T1 engineers by far. AIR FACTORY Armor: 4800hp Abilities: Upgradeable Cost: M240 (storage: 80), E2400 (storage: 400), T400, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T1 aircraft never go out of style. It's perfectly feasible as a first factory if you decide to be daring or on larger maps, too. Extra T1 air factories can always be set to build interceptors and bombers until you have the economic prowess to get them to T2. NAVAL FACTORY Armor: 4800hp Abilities: Upgradeable Cost: M300 (storage: 80), E1500 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Taking to the seas is expensive, but an early sea advantage can often translate into an unstoppable fleet with ease, so it should be considered. Just be sure to have a Land or Air Factory first so that you can maximize early economy. MASS EXTRACTOR Armor: 1200hp Abilities: Upgradeable Cost: M36 (+2), E360 (-2), T60, build rate: 10 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 10.00%, 5.00%, 3.33%, 2.50%, 2.00% The bread and butter of your war machine. Build these as quickly as possible, everywhere you possibly can. Remember to upgrade them later. MASS FABRICATOR Armor: 360hp Cost: M0 (+1), E1000 (-40), T125 Physics: size for adjacency: 4 DeathWeapon: 370 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50% T1 fabricators are quite energy-efficient, and can be used to smooth out your mass troubles quickly. Unfortunately, they'll explode in a chain reaction, so don't let a bomber or assault bot get to them. POWER GENERATOR Armor: 720hp Cost: M75, E750 (+20), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 250 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy drain reduction (factories): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy weapon drain time reduction: 2.50%, 1.25%, 0.83%, 0.63%, 0.50% Adjacency bonuses makes these the perfect thing to line your factories with. You never want to run out of energy, and these are a good way to make sure you have no idle Engineers in the game's early stages. MASS STORAGE Armor: 1600hp Cost: M160 (storage: 500), E1200, T200 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% Mass Storage is useless on its own, but the adjacency bonuses make it worth your while to put them around higher-level Mass Extractors. Mass is very swingy at the later stages of the game, and you won't stall your economy so quickly if you have lots of Mass Storage helping you extract. ENERGY STORAGE Armor: 1200hp Cost: M120, E2400 (storage: 2000), T200 Physics: size for adjacency: 4 Weapons: DeathWeapon: 500 damage, area: 3 (58.6m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% Unlike mass, energy is easy to produce, so you're better off just building more power generators with that Engineer - you don't need an adjacency bonus. HCPP-X1000 - HYDROCARBON POWER PLANT Armor: 2880hp Cost: M160, E800 (+100), T400 Physics: size for adjacency: 12 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, 5.00%, 5.00%, 5.00%, 5.00% These things are invaluable - they're not a big economic drain, they boost your energy production enough for you to build multiple factories at the T1 level before you're fully expanded, and they have enough health that a raiding party can't randomly kill them, unlike T1 Power Generators. 2.5.2. TIER 2 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T2 LAND FACTORY Armor: 9000hp Abilities: Upgradeable Cost: M900 (storage: 160), E7200 (storage: 800), T1800, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 By the T2 level, your factory is not vulnerable to surprise strikes, and is usually the last building to die. It's still twice as fast as your engineer of the same level. T2 AIR FACTORY Armor: 9000hp Abilities: Upgradeable Cost: M900 (storage: 160), E13500 (storage: 800), T2250, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T2 air factory upgrade is slower than the T2 land factory upgrade, so if it's time to tech up and you just want engineers, do this one later. T2 NAVAL FACTORY Armor: 18000hp Abilities: Upgradeable Cost: M1080 (storage: 160), E7200 (storage: 800), T1800, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T2 Naval Factory now has an awful lot of health, without being much more expensive than the other upgrades. Considering the UEF T1 navy is so bad, you now have even more reason to tech up early (even if it's just to make subs twice as fast). MASS PUMP - T2 MASS EXTRACTOR Armor: 2160hp Abilities: Upgradeable Cost: M900 (+6), E5400 (-9), T900, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 15.00%, 7.50%, 5.00%, 3.75%, 3.00% At T2 levels, you've expanded to your full extent and it's now time to start upgrading your mass extractors. Be careful about assisting them - they won't show up as idle after the upgrade has finished. EG-200 FUSION REACTOR - T2 POWER GENERATOR Armor: 21600hp Cost: M1200, E12000 (+500), T2000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 500 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 7.50%, 7.50%, 7.50%, 5.63%, 4.50% Energy drain reduction (factories): 7.50%, 7.50%, 7.50%, 5.63%, 4.50% Energy weapon drain time reduction: 7.50%, 7.50%, 7.50%, 5.63%, 4.50% The T2 power generator is a key piece of your economy, providing that boost that prevents you from being shackled to T1 power's tiny doses of energy, while also granting a generous adjacency bonus if you want to put a shield or a T2 artillery around it. 2.5.3. TIER 3 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T3 LAND FACTORY Armor: 21600hp Cost: M3240 (storage: 320), E22680 (storage: 1600), T5400, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 factories only increase build speed by 10, but the units you get make it all worthwhile. The extra armor makes the factory essentially invincible short of your entire base going up in flames, which is great on small maps, but the upgrade cost is very painful if you plan to do it quickly, so be careful about leaping to T3 too early. T3 AIR FACTORY Armor: 21600hp Cost: M2010 (storage: 320), E33500 (storage: 1600), T6700, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The UEF has no qualms about upgrading air factories to T3 because of its Heavy Gunship advantage - they're compelling even if you don't use them to win. T3 NAVAL FACTORY Armor: 40000hp Cost: M2970 (storage: 320), E21600 (storage: 1600), T5400, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T3 naval factory is more valued for its build time - you won't need to make a battleship right when you upgrade, but it sure helps to be pumping out those destroyers and cruisers faster. MASS PUMP 3 - T3 MASS EXTRACTOR Armor: 4000hp Cost: M1800 (+12), E10800 (-36), T1350 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 20.00%, 10.00%, 6.67%, 5.00%, 4.00% That adjacency bonus number looks good, right? Unfortunately, since factories are size 16, putting it next to a T3 mass extractor is only a 5% bonus. You're better off making some mass storage and increasing your production. T3 Mass Extractors are a big investment, but the extra armor helps, and they're an excellent way to smooth out any excess mass you might be taking in. T3 MASS FABRICATOR Armor: 6000hp Cost: M800 (+24), E100000 (-1500), T3000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 4000 damage, area: 7 (137m) Adjacency bonuses (any building size): Mass drain reduction (factories): 7.50% Mass Fabricators belong in only one place: next to your T3 power generators. Never, ever stop building these two units. Remember that you can power 3 Fabricators and a heavy shield on 2 Power Generators and still have some excess energy left over if you use adjacency. EG-900 FUSION REACTOR - T3 POWER GENERATOR Armor: 9720hp Cost: M3240, E57600 (+2500), T5400 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Weapons: DeathWeapon: 8000 damage, area: 10 (195m) Adjacency bonuses (any building size): Energy drain reduction (maintenance): 18.75% Energy drain reduction (factories): 18.75% Energy weapon drain time reduction: 7.50% The UEF T3 power generator has the advantage of being relatively small in physical size, and thus better able to fit under shields and not eat artillery fire. The death explosion means that they shouldn't always be next to your nuke launchers or artillery pieces, although they help with the cost - you'd rather not have your entire economy go up in smoke. --------------------------- 2.6. UEF EXPERIMENTAL UNITS --------------------------- ARMORED COMMAND UNIT Armor: 12000hp (regen rate: 10, armor type: Commander) Abilities: Customizable, etc. Cost: M18000 (+1, storage: 400), E5000000 (+10, storage: 2500), T60000, build rate: 10 Intel: sight: 26 (508m), omni: 26 (508m) Physics: max speed: 1.7 (33.2m/s), turn rate: 90 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +3000 hp, veteran level 4: +3000 hp, veteran level 5: repair 20 hp/s Weapons: Zephyr Anti Matter Cannon (Direct Fire): 100.00 dps, range: 2 (39.1m) - 22 (430m) projectile weapon: 100 damage rate of fire: 1 (every 1s) veteran level 1: +25 damage, veteran level 3: +25 damage Overcharge Cannon (Direct Fire): 52500.00 dps, area: 2 (39.1m), range: 10 (195m) projectile weapon: 70000 damage rate of fire: 3 (every 0.33s), energy required: 3000 (-3000) veteran level 1: +17500 damage, veteran level 3: +17500 damage Death Nuke (Direct Fire): inner ring damage: 3500, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) Your Commander looks intimidating, but that's just because he's so versatile. Remember, if you're in trouble, you can overcharge by pressing O. QUANTUM GATEWAY Armor: 10000hp Cost: M1200, E12000, T1200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 20 Transport: class 2 attach size: 1, class 3 attach size: 1 A thoroughly unremarkable building except for its low cost - that's OK, because subcommanders don't come cheap. Originally intended to also teleport units across the map, this function was later changed to an upgrade for ACU/SCUs. SUPPORT COMMAND UNIT Armor: 20000hp (regen rate: 10) Abilities: Customizable, Omni Sensor, Engineering Suite, Explodes on Death, Cannot be Reclaimed Cost: M3000 (+2, storage: 200), E40000 (+20, storage: 1000), T6000, build rate: 30 Intel: sight: 26 (508m), omni: 16 (313m) Physics: max speed: 2.2 (43.0m/s), turn rate: 146 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +5000 hp, veteran level 4: +5000 hp, veteran level 5: repair 20 hp/s Weapons: Heavy Plasma Cannon (Direct Fire): 400.00 dps, area: 0.5 (9.8m), range: 2 (39.1m) - 22 (430m) projectile weapon: 400 damage rate of fire: 1 (every 1s) veteran level 1: +100 damage, veteran level 3: +100 damage Death Nuke (Direct Fire): 1000.00 dps, area: 10 (195m), range: 1 (19.5m) projectile weapon: 1000 damage rate of fire: 1 (every 1s) SCUs are often way too slow to build and use effectively, but they can be an effective damage sink (especially with an upgrade or two) or can simply sit in your base under shields and get a Resource Allocation Upgrade. FATBOY - MOBILE FACTORY Armor: 25000hp (regen rate: 5) Shield: 25000hp (size: 20 (391m), regen rate: 156, regen start time: 120, recharge time: 160) Abilities: Torpedoes, Construction (T2 land factory + T3 Engineer) Cost: M56400 (storage: 200), E608400 (-500, storage: 1000), T18000, build rate: 60 Intel: sight: 32 (625m) Physics: max speed: 1 (19.5m/s), turn rate: 16 Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +6250 hp, veteran level 4: +6250 hp, veteran level 5: repair 2 hp/s Weapons: 4x Gauss Cannon (Direct Fire): 1500.00 dps, range: 100 (1.95km) projectile weapon: 500 damage x 3 projectiles = 1500 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +125 damage, veteran level 3: +125 damage 2x Hells Fury Riot Gun (Direct Fire): 225.00 dps, range: 40 (781m) projectile weapon: 75 damage rate of fire: 3 (every 0.33s) veteran level 1: +19 damage, veteran level 3: +19 damage 2x Linked Railgun (Anti Air): 18.00 dps, range: 44 (859m) projectile weapon: 6 damage x 2 projectiles = 12 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +2 damage, veteran level 3: +2 damage Angler Torpedo (Anti Navy): 187.50 dps, range: 32 (625m) projectile weapon: 750 damage rate of fire: 0.25 (every 4s) veteran level 1: +188 damage, veteran level 3: +188 damage The Fatboy is perhaps the game's best experimental unit. "Mobile Factory" is not a very good description; rather, it is an "Amphibious Battleship" with a modicum of anti-air support, decent sub protection, and shields that let it "regenerate" health if the assault against it is a failure, to say nothing of being able to build and deploy T3 Engineers while shielded that can make T3 SAM sites or repair or whatever is necessary. Extremely slow, of course, but also extremely dangerous. ATLANTIS - SUBMERSIBLE AIRCRAFT CARRIER Armor: 40000hp Abilities: Submersible, Air Staging, Construction, Radar Cost: M15120, E189000, T22680, build rate: 40 Intel: sight: 32 (625m), sonar: 150 (2.93km), water sight: 40 (781m) Physics: max speed: 2.975 (58.1m/s), turn rate: 6 Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +15000 hp, veteran level 4: +15000 hp, veteran level 5: repair 3 hp/s Weapons: 4x Angler Torpedo (Anti Navy): 307.69 dps, range: 42 (820m) projectile weapon: 800 damage rate of fire: 0.38 (every 2.6s) veteran level 1: +200 damage, veteran level 3: +200 damage 4x Flayer SAM Launcher (Anti Air): 33.00 dps, range: 60 (1.17km) projectile weapon: 33 damage rate of fire: 1 (every 1s) veteran level 1: +8 damage, veteran level 3: +8 damage The Atlantis is a carrier that is as expensive as a battleship, and just as scary in the right circumstances. It has trouble turning around, of course, but it's almost invulnerable while firing super-powerful torpedoes, and can then surface to launch its aircraft and pull out its tracking AA missiles. On sea maps, this is even more fearsome, because it doesn't tie up your T3 naval factory for several minutes while it's building. In fact, it IS a floating T3 air factory with twice the armor. This super-sub can give you the edge in combat or out of it. MAVOR - STRATEGIC ARTILLERY Armor: 8000hp Cost: M302400, E9000000 (-5000), T216000 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 100, 200, 500, 1000, 2000 kills Weapons: Anti Matter Artillery (Artillery): 2750.00 dps, area: 7 (137m), range: 128 (2.50km) - 4000 (78.1km) projectile weapon: 22000 damage, firing randomness: 0.18 rate of fire: 0.125 (every 8s), energy required: 20000 The Mavor is the closest thing in Supreme Commander to an ultimate weapon. It fires pinpoint artillery that breaks a heavy shield in one shot, has no maximum range, and requires only a couple Power Generators to keep running, unlike nukes, and also unlike nukes, there's no way to shoot down its shells. The downside? It's also ultimately expensive, and so weak that you must be constantly vigilant for everything from T3 bomber runs to cloaked Cybrans. ----------------- 2.7. UEF UPGRADES ----------------- 2.7.1. COMMANDER ~~~~~~~~~~~~~~~~ The ACU has a build speed of 10. RIGHT ARM Resource Allocation System Cost: M6000 (+15), E300000 (+3000), T1500 Increases ACU's native resource production (see Cost above). Heavy Anti-Matter Cannon Cost: M4500, E300000, T1500 Doubles damage of ACU's main gun. BACK Personal Shield Generator Cost: M1500, E112500 (-250), T1500 Shield: 24000hp (regen rate: 300, regen start time: 60, recharge time: 140) Produces a shield around the ACU itself. Shield Generator Field Requires Personal Shield Generator Cost: M4500, E600000 (-500), T1500 Shield: 36000hp (size: 16 (313m), regen rate: 360, regen start time: 75, recharge time: 175) Produces a shield projecting a small distance around the ACU. Personal Teleporter Cost: M60000, E6000000, T6000 Cost to teleport: E (-20000), T60 Allows teleportation to anywhere on the map at an insane price. Tactical Missile Launcher Cost: M1000, E75000, T1000 Tactical Warhead (Missile): 5000 damage, area: 5 (97.7m), range: 5 (97.7m) - 75 (1.46km) veteran level 1: +1250 damage, veteran level 3: +1250 damage Stores and fires one T2 tactical missile. Strategic Missile Launcher Requires Tactical Missile Launcher Cost: M120000, E2400000, T6000 Nuclear Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) Stores and fires one T3 strategic missile. It's smaller than a normal nuke, but does just as much damage. Left Shoulder Pod Cost: M120, E2400, T400 Increases build speed by 5. Counts towards your unit limit. Right Shoulder Pod Requires Left Shoulder Pod Cost: M120, E2400, T400 Increases build speed by 5. Counts towards your unit limit. LEFT ARM Damage Stabilization System Cost: M1500, E112500, T1500 Increases regen rate to 75 hp/s. Tech 2 Engineering Suite Cost: M2000, E50000, T2000 Gives ACU tech 1,2 build trees. Increases build rate to 30. Tech 3 Engineering Suite Requires Tech 2 Engineering Suite Cost: M6750, E900000, T2250 Gives ACU tech 3,4 build trees. Increases build rate to 90. 2.7.2. SUBCOMMANDER ~~~~~~~~~~~~~~~~~~~ The SCU has a build speed of 30. RIGHT ARM High Explosive Ordnance Cost: M3400, E800000, T6000 Gives the SCU cannon a new area of effect of 4. Resource Allocation System Cost: M6000 (+15), E300000 (+3000), T9000 Produces resources (see "Cost" above). BACK Personal Shield Cost: M2000, E93750 (-500), T3750 Shield: 42000hp (regen rate: 525, regen start time: 90, recharge time: 170) Gives SCU a thick shield around itself. Shield Generator Field Cost: M6000, E600000 (-1000), T4500 Shield: 42000hp (size: 20 (391m), regen rate: 408, regen start time: 112, recharge time: 215) Gives SCU a small shield to project around itself. Radar Jammer Cost: M1000, E31250, T3750 Creates false radar signatures around the SCU, radius 26. Omni Sensors will not see these false signals. Engineering Drone Cost: M120, E2400, T1200 Increases build rate by 5. LEFT ARM Advanced Cooling Upgrade Cost: M1000, E200000, T3000 Main cannon fires twice as fast. Sensor Range Enhancer Cost: M1500, E31250, T3750 Enhances sight range to 36 and omni range to 64. =============== 3. CYBRAN UNITS =============== The Cybran unique units are the 3 experimentals and the T2 mobile radar jammer. Many Cybran units also have significant differences from their UEF and Aeon counterparts - walking destroyers, cloaking land scouts, upgradeable shields, subs with deck guns, actually amphibious tanks, and the Mantis bot. Cybran units tend to do odd "extra" things as well as their primary purpose. Cybrans have no mobile shield generator or Heavy Shield Generator; their shields must be manually upgraded to reach maximum coverage and are still much weaker than the other factions' heavy shields. The Cybran ACU can be upgraded to either a very risky offensive force or a virtually invisible ace in the hole. ---------------------- 3.1. CYBRAN LAND UNITS ---------------------- 3.1.1. TIER 1 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER Armor: 135hp Abilities: Engineering Suite, Amphibious Cost: M60 (storage: 10), E330 (storage: 50), T150, build rate: 5 Intel: sight: 18 (352m) Physics: max speed: 1.7 (33.2m/s), turn rate: 90 veteran level 2: +34 hp, veteran level 4: +34 hp, veteran level 5: repair 2 hp/s The basic Engineer is invaluable for early expansion, for reclaiming map features, and for setting up preliminary defenses / radar towers. If you find you just have too many guys, send some to the front lines to make another factory. SNOOP - LAND SCOUT Armor: 15hp Abilities: Cloaking: Can Turn Invisible Cost: M8, E80 (-20), T40 Intel: sight: 32 (625m), radar: 75 (1.46km) Physics: max speed: 4.8 (93.8m/s), turn rate: 40 veteran level 2: +4 hp, veteran level 4: +4 hp, veteran level 5: repair 2 hp/s The Cybran land scout is essentially a mobile radar facility. There's no danger in sending one or two out with your assault force, as it cloaks, and by the same token you can put them fairly close to the enemy base without anyone noticing. Especially on small land maps, they're invaluable. HUNTER - LIGHT ASSAULT BOT Armor: 55hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3.5 (68.4m/s), turn rate: 180 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +14 hp, veteran level 4: +14 hp, veteran level 5: repair 2 hp/s Weapons (can fire from transport): Light Pulse Laser (Direct Fire): 20.25 dps, area: 1 (19.5m), range: 14 (273m) projectile weapon: 9 damage x 3 projectiles = 27 damage per salvo rate of fire: 0.75 (every 1.33s) veteran level 1: +2 damage, veteran level 3: +2 damage The Hunter assault bot is good for controlling the map early on: it's accurate, fast, and cheap enough to be used in hunting packs. It folds against any sort of static defenses and it's dangerous to put them in formation because they'll die to mobile artillery, but don't discount them. Plus they can fire from T1 air transports, making your harassment even easier. MANTIS - HEAVY ASSAULT BOT Armor: 260hp Abilities: Repairs Cost: M56, E336, T140, build rate: 1 Intel: sight: 20 (391m) Physics: max speed: 3.5 (68.4m/s), turn rate: 80 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +65 hp, veteran level 4: +65 hp, veteran level 5: repair 2 hp/s Weapons: Light Pulse Laser (Direct Fire): 24.00 dps, area: 1 (19.5m), range: 17 (332m) projectile weapon: 8 damage rate of fire: 3 (every 0.33s) veteran level 1: +2 damage, veteran level 3: +2 damage The Mantis does very well against any sort of T1 attack - its greater maneuverability helps it dodge attacks, while its repair function allows it to support your engineers by providing more than just warm bodies, or even repair each other. It's more expensive than the other factions' tanks, but also more versatile, and a key component of your arsenal once the opponent starts building forces that can take out your Hunters. MEDUSA - MOBILE LIGHT ARTILLERY Armor: 140hp Abilities: Stun Shot: Ordinance Stuns Enemies Cost: M48, E240, T120 Intel: sight: 18 (352m) Physics: max speed: 2.9 (56.6m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +35 hp, veteran level 4: +35 hp, veteran level 5: repair 2 hp/s Weapons: EMP Grenade Launcher (Artillery): 28.00 dps, area: 2 (39.1m), range: 5 (97.7m) - 30 (586m) projectile weapon: 140 damage rate of fire: 0.2 (every 5s) veteran level 1: +35 damage, veteran level 3: +35 damage The Medusa light artillery is much more specialized than the other factions' artillery units. Its stun shot just makes it more likely for the rest of the guns to hit it, but the Cybran unit with the most trouble hitting units is the Medusa itself, so its only purpose is to stun defenses briefly while your Mantises swarm by them. SKY SLAMMER - MOBILE ANTI-AIR GUN Armor: 130hp Abilities: Targets Air/Land Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 2.9 (56.6m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +33 hp, veteran level 4: +33 hp, veteran level 5: repair 2 hp/s Weapons: Nanodart Launcher (Anti Air): 2.00 dps, range: 32 (625m) projectile weapon: 1 damage rate of fire: 2 (every 0.5s) Nanodart Launcher (Direct Fire): 10.00 dps, range: 18 (352m) projectile weapon: 5 damage rate of fire: 2 (every 0.5s) veteran level 1: +1 damage, veteran level 3: +1 damage Unlike the other T1 mobile anti-air units, the Sky Slammer's missiles are weak but track well enough to kill slow air units like T1 bombers. Plus, once those forces are disposed of, press the Air/Land toggle to convert them into an extremely weak but not defenseless ground attacker. It doesn't have the range advantage Total Annihilation players know and love, but it's still worth building once you see planes flying overhead. 3.1.2. TIER 2 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER Armor: 660hp Abilities: Engineering Suite, Amphibious Cost: M176 (storage: 20), E880 (storage: 100), T440, build rate: 10 Intel: sight: 20 (391m) Physics: max speed: 1.6 (31.3m/s), turn rate: 82 Transport class: 2 veteran level 2: +165 hp, veteran level 4: +165 hp, veteran level 5: repair 2 hp/s The T2 Engineer represents a very worthwhile increase in performance and build capability over T1 Engineers. You'll want them for T2 power generators as well as their vast array of defensive options. They build twice as fast, and although their armor is still low, it's enough so that a couple patrolling T1 units won't kill it if it keeps moving. RHINO - HEAVY TANK Armor: 1000hp Cost: M176, E880, T400 Intel: sight: 23 (449m) Physics: max speed: 3.3 (64.5m/s), turn rate: 55 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Particle Cannon (Direct Fire): 55.00 dps, range: 23 (449m), doesn't lead target beam weapon: 11 damage x 2 beams every 0.4s = 22 damage per salvo rate of fire: 2.5 (every 0.4s) veteran level 1: +2 damage, veteran level 3: +2 damage When you're playing Cybrans, you need to pay attention to terrain. Rhinos are remarkably ineffective when firing uphill. In exchange, of course, Rhinos can charge right through other mobile units and still hit everything with excellent accuracy. Cybrans won't rely exclusively on Rhinos, but they're still a strong component of a T2 land force, able to mow through T1 units and force the enemy to retreat and upgrade to T2 himself. BANGER - MOBILE AA FLAK ARTILLERY Armor: 1000hp Cost: M160, E800, T400 Intel: sight: 20 (391m) Physics: max speed: 2.9 (56.6m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Electron Flak (Anti Air): 14.40 dps, area: 2 (39.1m), range: 40 (781m) projectile weapon: 9 damage rate of fire: 1.6 (every 0.63s) veteran level 1: +2 damage, veteran level 3: +2 damage Mobile flak guns are a good precaution if you suspect your enemy of having gunships and you're not confident in your ability to win an interceptor battle. You don't need a whole lot of them, as their very presence will make bombers obsolete, but they remain useful as support for T3 units. VIPER - MOBILE MISSILE LAUNCHER Armor: 460hp Abilities: Avoids Enemy Missile Defenses Cost: M240, E1600, T800 Intel: sight: 18 (352m) Physics: max speed: 2.9 (56.6m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +115 hp, veteran level 4: +115 hp, veteran level 5: repair 2 hp/s Weapons: Loa Tactical Missile (Missile): 53.00 dps, area: 1.5 (29.3m), range: 50 (977m) projectile weapon: 265 damage rate of fire: 0.2 (every 5s) veteran level 1: +66 damage, veteran level 3: +66 damage The Viper is a capable, powerful missile platform that does well against ground forces, defenses, and even ships that stray too close to the coastline. They need fire support, sure, but they're so useful for cracking defenses and winning skirmishes without getting themselves killed that they're often the first combat unit a T2 land factory builds, to give your Mantises more punch. They can split their missiles to help against tactical missile defenses, so that you can hit for a few points of damage even if most of your missiles are being shot out of the air. WAGNER - AMPHIBIOUS TANK Armor: 650hp Abilities: Torpedo Cost: M120, E900, T600 Intel: sight: 20 (391m), water sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 23 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +163 hp, veteran level 4: +163 hp, veteran level 5: repair 2 hp/s Weapons: Meson Rocket (Direct Fire): 60.00 dps, range: 18 (352m) projectile weapon: 60 damage rate of fire: 1 (every 1s) veteran level 1: +15 damage, veteran level 3: +15 damage Heavy Electron Bolter (Direct Fire): 7.50 dps, range: 18 (352m) projectile weapon: 15 damage rate of fire: 0.5 (every 2s) veteran level 1: +4 damage, veteran level 3: +4 damage Meson Torpedo (Anti Navy): 6.00 dps, range: 32 (625m) projectile weapon: 30 damage rate of fire: 0.2 (every 5s) veteran level 1: +8 damage, veteran level 3: +8 damage Despite this array of weaponry, the Wagner is actually not a very useful amphibious tank. The torpedo will never really matter, as it does so little damage that not even a couple frigates will be fazed by these guys, and their rocket is less powerful and even less useful when ambushed by real land units than the UEF amphibious tank's gun. Add in the low armor and you have a tank whose only redeeming quality is that they can run to the sea and become invisible to radar, just like all your other stealth units can except worse. DECEIVER - MOBILE STEALTH FIELD SYSTEM Armor: 25hp Cost: M200, E2000 (-100), T1000 Intel: sight: 16 (313m), radar stealth field radius: 16 (313m) Physics: max speed: 2.9 (56.6m/s), turn rate: 27 Transport class: 2 veteran level 2: +6 hp, veteran level 4: +6 hp, veteran level 5: repair 2 hp/s Instead of a mobile shield generator, that would give the Rhino/Viper combo the punch it needs to break through a defensive line, Cybrans have an entirely different and weirder unit. On the one hand, a stealth generator on an air transport can let you drop the transport without attracting attention, but really this seems like a unit that's only useful for T3 artillery but wasn't good enough to put in the T3 factory. Other possible uses include telling it to guard your engineer as he goes to construct a secret firebase or capture some extractors. 3.1.3. TIER 3 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER Armor: 1350hp Abilities: Engineering Suite, Amphibious Cost: M561 (storage: 40), E2970 (storage: 400), T990, build rate: 15 Intel: sight: 26 (508m) Physics: max speed: 1.6 (31.3m/s), turn rate: 70 Transport class: 3 veteran level 2: +338 hp, veteran level 4: +338 hp, veteran level 5: repair 2 hp/s The T3 Engineer shows up much more frequently than the other engineers; one should always be the first thing out of your factory. They can jumpstart your economy, assist factories at a useful rate, and get you into the endgame. It's never bad to have too many engineers. Plus, if they're sent to build defenses or repair a crucial target, they'll last much longer under enemy fire. Unfortunately, these guys are very slow - half as fast as T2 support units. LOYALIST - SIEGE ASSAULT BOT Armor: 4200hp Abilities: EMP Meltdown: Stuns Enemy on Death, Deflects Enemy Missiles Cost: M510, E3990, T1200 Intel: sight: 25 (488m) Physics: max speed: 3 (58.6m/s), turn rate: 146 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1050 hp, veteran level 4: +1050 hp, veteran level 5: repair 2 hp/s Weapons: Disintegrator Pulse Laser (Direct Fire): 82.50 dps, range: 25 (488m) projectile weapon: 55 damage x 3 projectiles = 165 damage per salvo rate of fire: 3 (every 0.33s) veteran level 1: +14 damage, veteran level 3: +14 damage Heavy Electron Bolter (Direct Fire): 33.33 dps, range: 25 (488m) projectile weapon: 10 damage rate of fire: 3.33 (every 0.3s) veteran level 1: +3 damage, veteran level 3: +3 damage EMP Death Blast: 0.50 dps, area: 10 (195m) projectile weapon: 1 damage The Loyalist does lots of damage, split into two guns to make it more effective against multiple targets, and its health still outclasses anything that isn't another side's T3 assault bot, but its low range and armor make it more useful as a replacement for your land forces than as a tactical strike against the enemy Commander. Unlike most Cybran units, it's actually cheaper than its counterparts, meaning you can have a small edge if you've been keeping them back with your Viper squads. It's also well-suited for getting the edge against enemy T2 forces since it's harder to hit with mobile missile launchers. TREBUCHET - MOBILE HEAVY ARTILLERY Armor: 850hp Abilities: Deploys: Immobile While Firing Cost: M800, E8000, T2400 Intel: sight: 26 (508m) Physics: max speed: 2.7 (52.7m/s), turn rate: 20 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Proton Artillery (Artillery): 35.00 dps, area: 7 (137m), range: 25 (488m) - 70 (1.37km) projectile weapon: 700 damage rate of fire: 0.05 (every 20s) veteran level 1: +175 damage, veteran level 3: +175 damage The Cybran heavy artillery is rather lackluster, as it doesn't actually do that much damage with each shot. Its super-wide area of effect would be great if it could move while firing like the Aeon artillery, but instead it merely scatters over enemy shields. The slow firing rate combined with the Cybran stealth generator can allow you to get the first shot in, but unless this is the one big point you need to overtake your opponent, it's not worth the micromanaging. --------------------- 3.2. CYBRAN AIR UNITS --------------------- 3.2.1. TIER 1 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER FLYING EYES - AIR SCOUT Armor: 3hp (Light) Cost: M12, E600, T140 Intel: sight: 80 (1.56km) Physics: max speed: 10 (195m/s), turn rate: 100, elevation: 20 (391m) Transport class: 1 veteran level 2: +1 hp, veteran level 4: +1 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 10 damage, area: 1 (19.5m) The Air Scout is extremely inexpensive, and it's this virtue that makes it useful. While an interceptor will often get farther into an enemy base, a single air scout in your build queue will let you stockpile a set of scouts that can crisscross the map looking for a lightly defended way in, and for less than 1 mass per second. The Cybran scout has a surprisingly large sight range, actually, so that it can compete with their land scout. PROWLER - INTERCEPTOR Armor: 16hp (Light) Cost: M38, E2280, T380 Intel: sight: 32 (625m) Physics: max speed: 17 (332m/s), turn rate: 100, elevation: 18 (352m), engage distance: 50 (977m) Transport class: 1 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +4 hp, veteran level 4: +4 hp, veteran level 5: repair 1 hp/s Weapons: 2x Electron Autocannon (Anti Air): 10.20 dps, range: 20 (391m) projectile weapon: 4 damage x 3 projectiles = 12 damage per salvo rate of fire: 0.85 (every 1.18s)
veteran level 1: +1 damage, veteran level 3: +1 damage Air Crash (Death): 25 damage, area: 1 (19.5m) Interceptors are the bread and butter of your air defense. They're fast, effective, and cheap, meaning you can set Engineers to build more without having to pause your other projects. I recommend having one Air Factory set to build infinite interceptors for the entire game. To make up for its low health, the Cybran interceptor has two guns, making it more likely to hit. ZEUS - ATTACK BOMBER Armor: 19hp (Light) Cost: M171, E3420, T570 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +4 hp, veteran level 4: +4 hp, veteran level 5: repair 1 hp/s Weapons: Neutron Cluster Bomb (Bomb): 150.00 dps, area: 3 (58.6m), range: 5 (97.7m) projectile weapon: 50 damage x 6 projectiles = 300 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +13 damage, veteran level 3: +13 damage Air Crash (Death): 100 damage, area: 1 (19.5m) The Cybran attack bomber is just fine for what it does: create an early threat that forces the opponent to send out his interceptors. If you don't have the breathing room to upgrade your air factory to high levels, you can produce big packs of bombers that turn a failed attack on the Commander into a success. Cybran bombers have low health but they can hit moving units wonderfully. SKYHOOK - LIGHT AIR TRANSPORT Armor: 90hp (Light) Abilities: T1 Transport: Carries T1-T3 Land Units Cost: M120, E4800, T600 Intel: sight: 32 (625m) Physics: max speed: 15 (293m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 veteran level 2: +23 hp, veteran level 4: +23 hp, veteran level 5: repair 1 hp/s The advantage of having an early air transport is twofold: you can airlift your assault bots and have a flying gunship to kill enemy T1 forces, or you can make more perilous drops of units or engineers behind enemy lines. Don't rely on them to live beyond one drop, though; they're mostly there to strike fear into the hearts of your enemies rather than actually deliver the victory. It transports 6 T1 units, 3 T2 units, or 1 T3 unit. 3.2.2. TIER 2 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER CORSAIR - BOMBER Armor: 60hp (Light) Cost: M432, E8640, T1440 Intel: sight: 32 (625m) Physics: max speed: 14 (273m/s), elevation: 18 (352m), engage distance: 50 (977m), turn speed: 0.6 Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +19 hp, veteran level 4: +19 hp, veteran level 5: repair 1 hp/s Weapons: Corsair Missile Launcher (Direct Fire, Normal): 80.00 dps, area: 2 (39.1m), range: 45 (879m) projectile weapon: 200 damage x 4 projectiles = 800 damage rate of fire: 0.1 (every 10s) veteran level 1: +50 damage, veteran level 3: +50 damage Air Crash (Death): 200 damage, area: 1 (19.5m) The Corsair fills a very small niche: using your air superiority to kill ground units when you don't yet need T3 strategic bombers. They're more powerful than gunships, but their wide arc after dropping their cluster missiles means that they can only be relied on to make one pass, unlike gunships. While they're OK against structures (you may have to build them to take out a critical point but otherwise don't try it), they're great for filling the friendly skies against ground units. This one won't change the face of the war. CORMORANT - TORPEDO BOMBER Armor: 115hp (Light) Abilities: Sonar Cost: M550, E6600, T1000 Intel: sight: 32 (625m), sonar: 40 (781m) Physics: max speed: 15 (293m/s), elevation: 18 (352m), engage distance: 75 (1.46km) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +29 hp, veteran level 4: +29 hp, veteran level 5: repair 1 hp/s Weapons: Nanite Torpedo (Anti Navy): 130.00 dps, range: 4 (78.1m) - 19 (371m) projectile weapon: 325 (5 times 65 damage over 1 second) x 2 projectiles = 650 damage per salvo rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +16 damage, veteran level 3: +16 damage Air Crash (Death): 150 damage, area: 1 (19.5m) Torpedo bombers are all but useless. They cost a lot of mass for a unit that's going on a suicide mission anyway (since most ships have decent air defenses), their torpedo can be shot down by enemy ships, and their bomber-like flight path makes them more likely to stray into the enemy base than a gunship. If you can't get an ocean foothold and you need to clear out the sub hunting packs, build a dozen of these; otherwise, stick to gunships. RENEGADE - GUNSHIP Armor: 120hp (Light) Cost: M390, E7800, T1300 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 10 (195m) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Iridium Rocket Pack (Direct Fire): 60.00 dps, area: 3 (58.6m), range: 22 (430m) projectile weapon: 20 damage x 3 projectiles = 60 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +5 damage, veteran level 3: +5 damage Air Crash (Death): 100 damage, area: 1 (19.5m) The Cybran gunship fires three rockets in a small area, which helps when trying to hit mobile units but won't always ensure you get the full 60 damage. Gunships in general are a serious threat, although they're very vulnerable to anti-air when they're attacking. They're the number one reason to build interceptors - so that your gunships can roam around, forcing the opponent to fight for every mass patch and defend his base. DRAGON FLY - AIR TRANSPORT Armor: 212hp (Light) Abilities: Stun Shot: Ordinance Stuns Enemies Cost: M320, E12800, T1600 Intel: sight: 32 (625m) Physics: max speed: 18 (352m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +53 hp, veteran level 4: +53 hp, veteran level 5: repair 1 hp/s Weapons: Disintegrator Pulse Laser (Direct Fire): 0 damage Electron Autocannon (Anti Air): 15.00 dps, range: 20 (391m) projectile weapon: 5 damage rate of fire: 3 (every 0.33s) While it's nice that the air transport can defend itself, its main method of defense is its "heavy" armor, allowing it to take a couple shots from air defenses and still drop its cargo. They carry twice the amount of units that a T1 transport does: 12 T1 guys, 6 T2 guys, 3 T3 guys, or an ACU/SCU. If your Commander is being transported, he won't die with the air transport. The Cybran stun shot doesn't really make a difference, but it's nice to dream. 3.2.3. TIER 3 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SPOOK - SPY PLANE Armor: 18hp (Light) Abilities: Stealth, Radar, Sonar Cost: M60, E2400 (-20), T450 Intel: sight: 96 (1.88km), radar and sonar: 96 (1.88km), omni: 30 (586m) Physics: max speed: 21 (410m/s), elevation: 25 (488m) Transport class: 3 veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 100 damage, area: 1 (19.5m) The Spy Plane isn't cheap, but it's worth every penny to have one just in case. Cybrans, always great at scouting, get sonar coverage and the stealth ability that prevents the enemy interceptor packs from hunting your expensive defenseless plane down. It never hurts to have one on patrol across any places your enemy might be approaching, or across the edge of the enemy base. They fly high up, so it takes a while for SAM sites to hit them and you'll see deeper into the enemy base. Their omni ability lets them scout for secret tactical missile launchers, if you have the luxury of T3 aircraft. GEMINI - AIR SUPERIORITY FIGHTER Armor: 200hp (Light) Abilities: Stealth: Can Hide From Radar Cost: M360, E24000 (-60), T3600 Intel: sight: 32 (625m) Physics: max speed: 25 (488m/s), elevation: 20 (391m), engage distance: 50 (977m) Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +50 hp, veteran level 4: +50 hp, veteran level 5: repair 1 hp/s Weapons: 2x Nanite Missile System (Anti Air): 40 dps, range: 24(469m) projectile weapon: 20 damage x 2 projectiles = 40 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +10 damage, veteran level 3: +10 damage Air Crash (Death): 200 damage, area: 1 (19.5m) The Gemini is a very expensive anti-air unit, so you should only have it if you think you're going to need to kill enemy air units on a regular basis. They fly so fast that they won't provide proper cover for a bombing run, but they can come in and ambush the enemy interceptor force, and they are the best way to deal with experimental air units. Like the Cybran interceptor, the Cybran T3 fighter has less health but is better at killing other aircraft - tracking missiles aren't as powerful as the UEF's laser beams, but they hit a whole lot more often. The stealth isn't terribly useful; by the T3 level, your opponent knows you have anti-air coverage, so it won't be a surprise when you swoop down and kill his gunships. REVENANT - STRATEGIC BOMBER Armor: 120hp (Light) Abilities: Stealth: Can Hide From Radar Cost: M2160, E72000 (-60), T7200 Intel: sight: 32 (625m) Physics: max speed: 0.5 (9.8m/s), elevation: 25 (488m), engage distance: 50 (977m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Neutron Bomb (Bomb): 1200.00 dps, area: 6 (117m), range: 5 (97.7m) projectile weapon: 6000 damage rate of fire: 0.2 (every 5s), firing randomness: 1 veteran level 1: +1250 damage, veteran level 3: +1250 damage Electron Autocannon (Anti Air): 120.00 dps, range: 44 (859m) projectile weapon: 20 damage rate of fire: 3 (every 0.33s) veteran level 1: +5 damage, veteran level 3: +5 damage Air Crash (Death): 500 damage, area: 1 (19.5m) Strategic bombers build so slowly that they require a big group of Engineers. The word "strategic" there shouldn't be taken lightly: they can actually kill interceptors with their anti-air guns, they fly high enough that it takes a SAM site a while to kill them, and of course their bomb is fearsome. These things are wasted on huge land battles, as their inaccuracy makes them just as likely to take out your guys as theirs; instead, stockpile them together with an enormous force of other aircraft to distract enemy air defenses and use them for a surgical strike on an ACU, artillery piece or nuke missile defense. While the Cybran strategic bomber doesn't do quite as much damage, it has enough of a wide area and a small enough inaccuracy that it can actually be used to defend against land attacks as long as you have air superiority. ----------------------- 3.3. CYBRAN NAVAL UNITS ----------------------- 3.3.1. TIER 1 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER SLIVER - ATTACK SUBMARINE Armor: 1125hp Abilities: Submersible Cost: M580, E2250, T1000 Intel: sight: 32 (625m), sonar: 60 (1.17km), water sight: 32 (625m) Physics: max speed: 4.675 (91.3m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +270 hp, veteran level 4: +270 hp, veteran level 5: repair 3 hp/s Weapons: Nanite Torpedo (Anti Navy): 94.44 dps, range: 32 (625m) projectile weapon: 170 (5 times 34 damage over 1 second) x 2 projectiles = 340 damage per salvo rate of fire: 0.28 (every 3.6s) veteran level 1: +9 damage, veteran level 3: +9 damage Light Pulse Laser (Direct Fire): 22.00 dps, range: 32 (625m) projectile weapon: 11 damage rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage Although the Cybran sub is slightly outmatched against the Aeon sub, it has one redeeming factor: you can order it to surface (by pressing "Dive" or "D") and it will add its deck laser to the equation. This is usually a spectacularly bad idea, as it makes you vulnerable to more fire, but at least you don't have to build a Frigate to kill a vulnerable extractor or amphibious tank. The cheap cost allows Cybrans to supplement their lackluster frigates with more subs. TRIDENT CLASS FRIGATE Armor: 1900hp Abilities: Radar, Sonar Cost: M270, E2700, T675 Intel: sight: 32 (625m), radar: 80 (1.56km), sonar: 80 (1.56km), water sight: 24 (469m) Physics: max speed: 6.8 (133m/s), turn rate: 30 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +181 hp, veteran level 4: +181 hp, veteran level 5: repair 3 hp/s Weapons: Proton Cannon (Direct Fire Naval): 57.14 dps, area: 2 (39.1m), range: 28 (547m) projectile weapon: 40 damage rate of fire: 1.43 (every 0.7s) veteran level 1: +10 damage, veteran level 3: +10 damage Electron Autocannon (Anti Air): 3.33 dps, range: 44 (859m) projectile weapon: 1 damage rate of fire: 3 (every 0.33s) veteran level 1: +1 damage, veteran level 3: +1 damage The Cybran frigate is outclassed by enemy subs and enemy frigates, and its low range makes it weak at shore bombardment, so use it as an early rush or just stick to subs until you can get your T2 ships up and running. 3.3.2. TIER 2 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER SIREN CLASS CRUISER Armor: 2800hp Abilities: Air Staging, Tactical Missile Defense Cost: M2000, E18000, T4000 Intel: sight: 60 (1.17km), radar: 70 (1.37km), sonar: 30 (586m), water sight: 45 (879m) Physics: max speed: 4.25 (83.0m/s), turn rate: 20 Transport class: 10, class 2 attach size: 1, class 3 attach size: 1 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +700 hp, veteran level 4: +700 hp, veteran level 5: repair 3 hp/s Weapons: Proton Cannon (Direct Fire Naval): 32.00 dps, area: 2 (39.1m), range: 64 (1.25km) projectile weapon: 20 damage x 2 projectiles = 40 damage per salvo rate of fire: 0.8 (every 1.25s) veteran level 1: +5 damage, veteran level 3: +5 damage Nanodart Launcher (Anti Air): 72.00 dps, range: 64 (1.25km) projectile weapon: 15 damage x 6 projectiles = 90 damage per salvo rate of fire: 0.8 (every 1.25s) veteran level 1: +4 damage, veteran level 3: +4 damage Nanodart Launcher (Anti Air): 90.00 dps, range: 64 (1.25km) projectile weapon: 30 damage x 6 projectiles = 180 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +8 damage, veteran level 3: +8 damage Zapper Anti Missile (Defense): 7.20 dps, range: 32 (625m) beam weapon: 6 damage x 1 beam every 0.25s for 0.5s = 18 damage rate of fire: 0.4 (every 2.5s) The Cybran cruiser is a dedicated air support platform - it lets your planes land and refuel, it's not any more expensive than its counterparts in the other factions, and it has staggering anti-air capability that makes you wish your T1 mobile anti-air gun had one of THESE nanodart launchers. While it has a deck gun, that's really just to make sure it can attack with the rest of your ships while staying in the back where it belongs. SALEM CLASS DESTROYER Armor: 6050hp Abilities: Amphibious, Torpedo Defense, Sonar Cost: M2340, E15600, T5200 Intel: sight: 55 (1.07km), radar: 60 (1.17km), sonar: 60 (1.17km), water sight: 42 (820m) Physics: max speed: 6 (117m/s), turn rate: 25 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1513 hp, veteran level 4: +1513 hp, veteran level 5: repair 3 hp/s Weapons: Proton Cannon (Direct Fire Naval): 230.00 dps, area: 1 (19.5m), range: 80 (1.56km) projectile weapon: 115 damage x 2 projectiles = 230 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +29 damage, veteran level 3: +29 damage Electron Autocannon (Anti Air): 8.80 dps, range: 44 (859m) projectile weapon: 1 damage x 4 projectiles = 4 damage per salvo rate of fire: 2.2 (every 0.45s) 2x Nanite Torpedo (Anti Navy): 58.28 dps, range: 32 (625m) projectile weapon: 175 (5 times 35 damage over 1 second) rate of fire: 0.333 (every 3s) veteran level 1: +9 damage, veteran level 3: +9 damage 2x Anti Torpedo Solution (Defense): 0.16 dps, range: 25 (488m) projectile weapon: 2 damage rate of fire: 0.08 (every 12.5s) The Salem is the highlight of the Cybran navy. It has more firepower than the other sides' ships as well as respectable torpedoes and anti-torpedoes to fight sub fleets. It never stops being useful because of its amphibious ability, and it is very slow but still devastating when it's crawling up the coast. Its one weakness is low armor, meaning it has trouble taking on other destroyers at sea unless you order it into the fray so its torpedoes can start attacking. 3.3.3. TIER 3 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER GALAXY CLASS BATTLESHIP Armor: 50000hp Abilities: Missile Defense - Tactical Cost: M21000, E168000, T25200 Intel: sight: 70 (1.37km), radar: 90 (1.76km), sonar: 50 (977m), water sight: 50 (977m) Physics: max speed: 4.675 (91.3m/s), turn rate: 15 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +12500 hp, veteran level 4: +12500 hp, veteran level 5: repair 3 hp/s Weapons: 2x Proton Cannon (Direct Fire Naval): 202.50 dps, area: 3 (58.6m), range: 128 (2.50km) projectile weapon: 750 damage rate of fire: 0.27 (every 3.7s) veteran level 1: +188 damage, veteran level 3: +188 damage 2x Electron Autocannon (Anti Air): 55.00 dps, range: 44 (859m) projectile weapon: 5 damage x 4 projectiles = 20 damage per salvo rate of fire: 2.75 (every 0.36s) veteran level 1: +1 damage, veteran level 3: +1 damage 2x Nanite Torpedo (Anti Navy): 66.00 dps, range: 32 (625m) projectile weapon: 200 (5 times 40 damage over 1 second) rate of fire: 0.33 (every 3.03s) veteran level 1: +10 damage, veteran level 3: +10 damage 2x Zapper Anti Missile (Defense): 14.40 dps, range: 32 (625m) beam weapon: 6 damage x 2 beams every 0.25s for 0.5s = 36 damage rate of fire: 0.4 (every 2.5s) The Battleship is basically an experimental unit that you can build in your naval factory. It has ungodly amounts of armor, tactical missile defenses to make sure it isn't taken out by shore defenses before it's had its say in the matter, and anti-air guns designed to kill gunships rather than bombers (which your cruisers should already be handling). Like all battleships, it has main guns that are essentially T2 artillery pieces, mounted on a very heavily armored frame; like the Monkeylord on land, it can handle anything by itself, but works much better when surrounded by its friends (or another battleship!) COMMAND CLASS AIRCRAFT CARRIER Armor: 18000hp Abilities: Radar, Missile Defense - Tactical, Construction Cost: M3600, E36000, T7200, build rate: 20 Intel: sight: 60 (1.17km), radar: 150 (2.93km), sonar: 20 (391m), water sight: 24 (469m) Physics: max speed: 3.4 (66.4m/s), turn rate: 10 Transport class: 10 (carries 50 aircraft) Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +4500 hp, veteran level 4: +4500 hp, veteran level 5: repair 3 hp/s Weapons: 4x Electron Autocannon (Defense): 40.00 dps, range: 44 (859m) projectile weapon: 5 damage x 4 projectiles = 52 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage Zapper Anti Missile (Defense): 7.20 dps, range: 32 (625m) beam weapon: 6 damage x 3 beams, one every 0.25s = 18 damage per salvo rate of fire: 2 (every 0.5s) The Cybran carrier is quite cheap to build, and really only useful on large maps where you want to send out a wing of aircraft without risking them running out of fuel on the journey. It has powerful anti-air guns, but they are just guns, so they won't always connect and take down the enemy gunships. It can build aircraft of its own, but that's more of a side benefit - really, it's there to protect your torpedo bomber fleet until they are unleashed on enemy battleships. PLAN B - STRATEGIC MISSILE SUBMARINE Armor: 4000hp Abilities: Submersible, Sonar, Manual Build, Manual Launch Cost: M11000, E66000, T16500 Intel: sight: 16 (313m), sonar: 75 (1.46km), water sight: 24 (469m) Physics: max speed: 2.55 (49.8m/s), turn rate: 25 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1000 hp, veteran level 4: +1000 hp, veteran level 5: repair 3 hp/s Weapons: Nanite Torpedo (Anti Navy): 85 dps, range: 32 (625m) projectile weapon: 170 damage rate of fire: 0.5 (every 2s) veteran level 1: +95 damage, veteran level 3: +95 damage Nanite Torpedo (Anti Navy): 58.33 dps, range: 32 (625m) projectile weapon: 175 damage rate of fire: 0.333 (every 3s) veteran level 1: +50 damage, veteran level 3: +50 damage Loa Tactical Missile (Missile): 200.00 dps, area: 4 (78.1m), range: 12.5 (244m) - 128 (2.50km) projectile weapon: 2000 damage rate of fire: 0.1 (every 10s) veteran level 1: +750 damage, veteran level 3: +750 damage EMP Flux Warhead (Missile): inner ring damage: 35000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) storage: 2 missiles Just because your nuclear weapon comes on a sub doesn't mean it's any less painful to build. Remember not to build this in your only naval factory, as you'll shortly get overwhelmed. The Cybran sub can't actually fight other naval fleets, unless they're UEF and you've killed all their T1 subs already, because they'll simply shoot down its tactical missiles leaving it as just an extremely expensive sub that is too slow to escape after firing its nukes. Against land forces, however, this will strike fear into the hearts of enemy Commanders, as tactical missiles appear from nowhere and their Naval Factory gets suddenly nuked. Although the sub itself is relatively cheap, the nukes are very expensive to build, so don't get any illusions of grandeur. -------------------- 3.4. CYBRAN DEFENSES -------------------- 3.4.1. TIER 1 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ AUTO GUN - POINT DEFENSE Armor: 850hp Cost: M250, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Light Pulse Laser (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 50 damage rate of fire: 3 (every 0.33s) veteran level 1: +13 damage, veteran level 3: +13 damage Tier 1 point defense turrets all serve the same purpose: they chew up enemy T1 land units, and don't really do anything past that. They're a big strain on your early economy, but if you can guess where the enemy will attack, you have a good chance of getting more than your money's worth from the turret. TRACER - ANTI-AIR TURRET Armor: 1200hp Abilities: Amphibious Cost: M200, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Electron Autocannon (Anti Air): 15.00 dps, range: 44 (859m) projectile weapon: 5 damage x 2 projectiles = 10 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +1 damage, veteran level 3: +1 damage Unlike T1 mobile anti-air, T1 turrets can actually shoot down enemy aircraft if you build enough of them. If you suspect the opponent of either going for an early bomber / transport strike or teching up and sending in gunships, build a bunch of these. Just a few turrets can convince the opponent that it's not a good idea to take to the skies. WALL SECTION Armor: 4000hp Cost: M2, E10, T10 Walls don't count against your unit limit, but you can select and Ctrl-K them if you want to make an entryway. Walls really aren't very effective except as a way to slow units down, as most units will simply shoot over the top of them anyway. If you're on a hill, they might give you some protection, but you might just want to build them a little back from the cliff edge in that case. MAGNO - RADAR SYSTEM Armor: 10hp Abilities: Upgradeable Cost: M80, E720 (-20), T80, build rate: 10 Intel: sight: 20 (391m), radar: 115 (2.25km) Physics: size for adjacency: 4 Tech 1 radar isn't very useful on land, because you have Land Scouts anyway. Instead, build one where you want to upgrade it later, and then when you get an excess of energy at tech level 2, build yourself a T2 radar, which actually has uses in intelligence gathering. NOAH - SONAR SYSTEM Armor: 400hp Abilities: Upgradeable Cost: M64, E544 (-10), T80, build rate: 10 Intel: sight: 20 (391m), sonar: 115 (2.25km) Physics: size for adjacency: 4 Tech 1 sonar is like tech 1 radar: so small as to be almost useless, especially since frigates have a decent sonar range. Once you upgrade it, though, it can actually give your torpedo launchers the edge. SCUTTLE - TORPEDO LAUNCHER Armor: 4700hp Cost: M600, E4000, T500 Intel: sight: 24 (469m), sonar: 32 (625m) Physics: size for adjacency: 4 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +1175 hp, veteran level 4: +1175 hp, veteran level 5: repair 2 hp/s Weapons: Nanite Torpedo (Anti Navy): 300.00 dps, range: 32 (625m) projectile weapon: 600 (5 times 120 damage over 1 second) rate of fire: 0.5 (every 2s) veteran level 1: +30 damage, veteran level 3: +30 damage A Torpedo Launcher is basically an immobile, well-armored, floating sub. Don't expect it to defend against decent ships any more than T1 point defense will stop T2 land units, but it'll at least take down a few subs, thus making it much more manageable for your generally inferior Cybran navy. 3.4.2. TIER 2 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ CERBERUS - T2 POINT DEFENSE Armor: 2000hp Cost: M480, E3400, T400 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +500 hp, veteran level 4: +500 hp, veteran level 5: repair 2 hp/s Weapons: Particle Cannon (Direct Fire): 115.71 dps, range: 50 (977m) beam weapon: 9 damage x 3 beam every 0.3s = 81 damage per salvo rate of fire: 1.43 (every 0.7s) veteran level 1: +7 damage, veteran level 3: +7 damage Cybran point defense may look like it's weaker than the other sides' guns because it doesn't do as much damage, and you have to be careful not to put them on the wrong side of uneven terrain, but the advantage of having a laser beam on a cheap point defense is significant. This will reduce T1 units to dust and still give T2 units pause. BURST MASTER - ANTI-AIR FLAK ARTILLERY Armor: 3900hp Abilities: Amphibious Cost: M560, E5600, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +975 hp, veteran level 4: +975 hp, veteran level 5: repair 2 hp/s Weapons: Electron Flak (Anti Air): 17.00 dps, area: 2 (39.1m), range: 44 (859m) projectile weapon: 5 damage rate of fire: 1.7 (every 0.59s) veteran level 1: +1 damage, veteran level 3: +1 damage Flak anti-air is leagues better than guns, and it stays useful against gunships until the end of the game, so you might as well take the plunge and build some after scouting to see if your opponent has T2 air yet. Don't forget that it's amphibious, so if your opponent is the type to build T2 air to take out your T2 torpedo launchers, there's a solution. GUNTHER - ARTILLERY INSTALLATION Armor: 3150hp Cost: M2240, E16000 (-125), T1600 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +788 hp, veteran level 4: +788 hp, veteran level 5: repair 2 hp/s Weapons: Resonance Artillery (Artillery): 85.37 dps, area: 4 (78.1m), range: 5 (97.7m) - 128 (2.50km) projectile weapon: 1750 damage rate of fire: 0.05 (every 20.5s), firing randomness: 2.5 veteran level 1: +250 damage, veteran level 3: +250 damage T2 artillery is expensive to build and operate, but offers a painless way to protect your base from huge threats like sea bombardment or experimentals without having to worry about micromanaging your tactical missile launcher. If you expect destroyers to be shelling your shoreline, or if you want to creep up defenses to within their base, build T2 artillery as fire support. TML-4 - TACTICAL MISSILE LAUNCHER Armor: 1500hp Abilities: Manual Build, Manual Launch Cost: M850, E5100, T850 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s Weapons: Loa Tactical Missile (Missile): 18000.00 dps, area: 2 (39.1m), range: 15 (293m) - 128 (2.50km) projectile weapon: 6000 damage rate of fire: 3 (every 0.33s) veteran level 1: +1500 damage, veteran level 3: +1500 damage The more quick-fingered among you will love tactical missile launchers. They're cheap to build, they always hit the target on the first shot, and you can fire them quite rapidly if they're stockpiled. Unfortunately, en masse, it's too much trouble to keep building and firing them. So these launchers shine on small maps or as a gambit inside a forward base, so that you can take out enemy Commanders and defensive positions. ZAPPER - TACTICAL MISSILE DEFENSE Armor: 3000hp Abilities: Amphibious Cost: M280, E3200, T400 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Weapons: Zapper Anti Missile (Defense): 8 dps, range: 32 (625m) beam weapon: 2 damage x 2 beams every 0.2s for 0.4s = 4 damage rate of fire: 2 (every 0.5s) Tac Missile Defense is rather useless on the sea, since your T2 ships have it anyway; instead, build it in a defensive position you expect to be attacked by T2 mobile missile launchers. The defense against enemy Tactical Missiles is merely a side benefit; instead, use it to extend the life of your shields, or your Commander if you suspect the enemy of having a secret missile launcher. ED1 - SHIELD GENERATOR Armor: 500hp Shield: 4000hp (size: 18 (352m), regen rate: 800, regen start time: 13, recharge time: 18) Abilities: Upgradeable Cost: M160, E2000 (-100), T400, build rate: 10 Intel: vision radius: 20 (391m) Physics: size for adjacency: 12 The Cybran shield generator is considerably weaker than the other sides' shields at tech 2 (zero or one upgrades) and at tech 3 (all upgrades), and it's tedious to tell your shields to upgrade individually with multiple clicks, but it's so fantastically cheap to put up that it's easy to make a defensive line with these next to your other T2 defenses, and then once your next T2 power generator is up, you can start upgrading them so they actually cover a better area. The good part is that you can stop upgrading as soon as you're satisfied with the area you're covering, or keep buying more shield power. Not to mention that it has enough shields to withstand a couple missile hits even when it's been broken before it dies. Remember, if you're under attack, your engineers can help recharge the shield by being told to assist or repair. T2 RADAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M180, E3600 (-250), T600, build rate: 15 Intel: sight: 25 (488m), radar: 200 (3.91km) Physics: size for adjacency: 4 T2 radar actually has a decent range, although it still has no armor. Make sure you can handle its -250 energy drain - radar is no good when you turn it off. T2 SONAR SYSTEM Armor: 350hp Abilities: Upgradeable Cost: M120, E3600 (-100), T600, build rate: 15 Intel: sight: 25 (488m), sonar: 230 (4.49km) Physics: size for adjacency: 4 T2 sonar covers a very long range, making it useful to detect subs in pitched naval battles as well as scarier threats like underwater experimentals later. You can also upgrade it into an entirely different unit - a classic Cybran technique. TWILIGHT - STEALTH FIELD GENERATOR Armor: 50hp Cost: M320, E4000 (-150), T800 Intel: sight: 20 (391m), radar stealth field radius: 24 (469m) Physics: size for adjacency: 12 The Cybran stealth field generator at least has a better radius than its mobile counterpart, but its bulky size makes it awkward anyway. Since your opponent will know where all your buildings are anyway once he discovers you, it's best used to erect a secret firebase with a Tactical Missile or T3 Artillery, or to cloak your T3 fabricator farms from their prying eyes so you won't need nuke defense there. This is, of course, very risky; you're probably better off with several mobile stealth generators. NANITE TORPEDO ARRAY - HEAVY TORPEDO LAUNCHER Armor: 11500hp Cost: M1500, E9000, T1500 Intel: sight: 32 (625m), sonar: 42 (820m) Physics: size for adjacency: 4 Veterancy: 10, 20, 50, 100, 200 kills veteran level 2: +2875 hp, veteran level 4: +2875 hp, veteran level 5: repair 2 hp/s Weapons: Nanite Torpedo (Anti Navy): 1500.00 dps, range: 42 (820m) projectile weapon: 1500 (5 times 300 damage over 1 second) rate of fire: 1 (every 1s) veteran level 1: +75 damage, veteran level 3: +75 damage The Heavy Torpedo Launcher actually has very little range for its price, but anything that comes along will be killed extremely quickly - subs or frigates in a single shot, destroyers in 5 shots, etc. Since the Cybran navy generally depends on firing its torpedoes, it's no surprise that it has a super-effective torpedo launcher. AIR STAGING FACILITY Armor: 500hp Cost: M350, E2100, T350 Physics: size for adjacency: 12 Transport: class 2 attach size: 2, class 3 attach size: 4 An Air Staging Facility is boring but necessary, as it prevents your aircraft (especially patrolling fighters) from losing fuel and becoming useless. You generally don't need one unless there are substantial air threats to you, and your cruiser should do the job on sea maps anyway. 3.4.3. TIER 3 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ MYRMIDON - ANTI-AIR SAM LAUNCHER Armor: 5000hp Abilities: Amphibious Cost: M1400, E12000, T1500 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1250 hp, veteran level 4: +1250 hp, veteran level 5: repair 2 hp/s Weapons: Nanite Missile System (Anti Air): 144.00 dps, range: 60 (1.17km) projectile weapon: 24 damage x 4 projectiles = 96 damage per salvo rate of fire: 1.5 (every 0.67s) veteran level 1: +6 damage, veteran level 3: +6 damage T3 anti-air is the ultimate solution to air attacks. It'll take out any plane with a barrage of tracking missiles, and it does enough damage that a couple of them are able to stop even T2 transport drops before they get close. If your scouting reveals a T3 air factory or a cloud of malignant gunships, start making these guys; you'll be glad you did. The Cybran SAM launcher isn't as good at taking out clouds of units, but much better at taking out single, heavily armored units - just what you wanted to keep gunships away. DISRUPTOR - HEAVY ARTILLERY INSTALLATION Armor: 3500hp Cost: M98415, E1184625 (-250), T27000 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +875 hp, veteran level 4: +875 hp, veteran level 5: repair 2 hp/s Weapons: Proton Artillery (Artillery): 437.50 dps, area: 8 (156m), range: 150 (2.93km) - 700 (13.7km) projectile weapon: 7000 damage rate of fire: 0.0625 (every 16s), firing randomness: 1.5 veteran level 1: +1750 damage, veteran level 3: +1750 damage T3 artillery is perhaps the most ironclad of long-term plans: build one in range of the enemy base, covered with an impenetrable defense, and only heavy shields can save them. A word of warning: it has a substantial minimum range, so you'll need to protect it with T2 artillery. While Cybran T3 artillery has less range and firepower than the other factions', it's considerably cheaper to build, which makes a difference when the extra 15000 Mass could buy you the four upgraded Cybran shields to protect it. LIBERATOR - STRATEGIC MISSILE LAUNCHER Armor: 8640hp Abilities: Manual Launch Cost: M130000, E1250000, T75000 Intel: sight: 28 (547m) Physics: size for adjacency: 12 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2160 hp, veteran level 4: +2160 hp, veteran level 5: repair 2 hp/s Weapons: EMP Flux Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) A nuke wipes out everything in its path, and that's why it's so ridiculously expensive and has its own specialized defenses. You can either eliminate their nuke defenses with traditional arms and then follow up with a decisive strike, or in team games, you can have your teammate protect you while you rush to get a single nuke missile targetting the enemy Commander before they even think of having defenses for it. GUARDIAN - STRATEGIC MISSILE DEFENSE Armor: 4000hp Cost: M21000, E240000, T9000 Intel: sight: 20 (391m) Physics: size for adjacency: 8 Weapons: EMP Anti Nuke (Defense): 30.00 dps, range: 75 (1.46km), effective range: 64 (1.25km) projectile weapon: 30 damage rate of fire: 1 (every 1s) It's never a bad idea to have a nuke defense covering your T3 factories and power farms in a long game, just in case someone gets any funny ideas. You can assist the nuke defense missiles if you're worried about time. OLYMPUS - OMNI SENSOR ARRAY Armor: 100hp Abilities: Omni Sensor Cost: M2400, E30000 (-2000), T1800 Intel: sight: 30 (586m), radar: 600 (11.7km), omni: 200 (3.91km), sonar: 600 (11.7km) Physics: size for adjacency: 4 The Omni Sensor basically requires its own dedicated T3 power generator, especially if you decide to put a shield around your significant investment, but it's worth it: it gives your base protection from stealth and cloaking fields while also expanding your radar range so you won't need multiples. You don't need to make one immediately on reaching T3, but towards the end of the game most players have excess energy to power one anyway. SONAR PLATFORM Armor: 850hp Abilities: Mobile, Stealth Field Cost: M240, E7200 (-250), T900 Intel: sight: 32 (625m), sonar: 450 (8.79km), water sight: 24 (469m), sonar stealth field: 90 (1.76km) Physics: max speed: 5.5 (107m/s), turn rate: 50 The Cybran sonar platform can make itself invisible to counteract its low armor and give your torpedo launchers the edge, or it can be a mobile stealth unit of the seas, letting your subs attack without warning. It's a niche purpose, but it can occasionally come in handy. ------------------- 3.5. CYBRAN ECONOMY ------------------- 3.5.1. TIER 1 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ LAND FACTORY Armor: 4200hp Abilities: Upgradeable Cost: M240 (storage: 100), E2100 (storage: 500), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The Land Factory should be your default choice on any map that doesn't have big quantities of water, and if you're Aeon, you may even give it a try. Since T1 land battles often involve enormous masses of land units, you'll want a lot of T1 land factories - they're better than T1 engineers by far. AIR FACTORY Armor: 4200hp Abilities: Upgradeable Cost: M240 (storage: 80), E2400 (storage: 400), T400, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T1 aircraft never go out of style. It's perfectly feasible as a first factory if you decide to be daring or on larger maps, too. Extra T1 air factories can always be set to build interceptors and bombers until you have the economic prowess to get them to T2. NAVAL FACTORY Armor: 4200hp Abilities: Upgradeable Cost: M300 (storage: 100), E1500 (storage: 500), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Taking to the seas is expensive, but an early sea advantage can often translate into an unstoppable fleet with ease, so it should be considered. Just be sure to have a Land or Air Factory first so that you can maximize early economy. MASS EXTRACTOR Armor: 1200hp Abilities: Upgradeable Cost: M36 (+2), E360 (-2), T60, build rate: 10 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 10.00%, 5.00%, 3.33%, 2.50%, 2.00% The bread and butter of your war machine. Build these as quickly as possible, everywhere you possibly can. Remember to upgrade them later. MASS FABRICATOR Armor: 360hp Cost: M0 (+1), E1000 (-40), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 370 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50% T1 fabricators are quite energy-efficient, and can be used to smooth out your mass troubles quickly. Unfortunately, they'll explode in a chain reaction, so don't let a bomber or assault bot get to them. MASS STORAGE Armor: 1600hp Cost: M160 (storage: 500), E1200, T200 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% Mass Storage is useless on its own, but the adjacency bonuses make it worth your while to put them around higher-level Mass Extractors. Mass is very swingy at the later stages of the game, and you won't stall your economy so quickly if you have lots of Mass Storage helping you extract. POWER GENERATOR Armor: 720hp Cost: M75, E750 (+20), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 250 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy drain reduction (factories): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy weapon drain time reduction: 2.50%, 1.25%, 0.83%, 0.63%, 0.50% Adjacency bonuses makes these the perfect thing to line your factories with. You never want to run out of energy, and these are a good way to make sure you have no idle Engineers in the game's early stages. ENERGY STORAGE Armor: 1200hp Cost: M120, E2400 (storage: 2000), T200 Physics: size for adjacency: 4 Weapons: DeathWeapon: 500 damage, area: 3 (58.6m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% Unlike mass, energy is easy to produce, so you're better off just building more power generators with that Engineer - you don't need an adjacency bonus. The Cybrans have more storage naturally, so they'll never need one; even if you are building a Scathis, it's better to have more reactors powering it instead. HCPP-X1000 - HYDROCARBON POWER PLANT Armor: 2880hp Cost: M160, E800 (+100), T400 Physics: size for adjacency: 12 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, 5.00%, 5.00%, 5.00%, 5.00% These things are invaluable - they're not a big economic drain, they boost your energy production enough for you to build multiple factories at the T1 level before you're fully expanded, and they have enough health that a raiding party can't randomly kill them, unlike T1 Power Generators. 2.5.2. TIER 2 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T2 LAND FACTORY Armor: 7900hp Abilities: Upgradeable Cost: M875 (storage: 200), E7000 (storage: 1000), T1750, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 By the T2 level, your factory is not vulnerable to surprise strikes, and is usually the last building to die. It's still twice as fast as your engineer of the same level. T2 AIR FACTORY Armor: 7900hp Abilities: Upgradeable Cost: M660 (storage: 200), E17600 (storage: 1000), T2200, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T2 air factory upgrade is slower than the T2 land factory upgrade, so if it's time to tech up and you just want engineers, do this one later. On the plus side, it costs significantly less Mass. T2 NAVAL FACTORY Armor: 15000hp Abilities: Upgradeable Cost: M875 (storage: 200), E7000 (storage: 1000), T1750, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T2 Naval Factory now has an awful lot of health, without being any more expensive than the other upgrades. Considering the only reason to have a Cybran navy is for T2, this will come in extremely handy. T2 MASS EXTRACTOR Armor: 2160hp Abilities: Upgradeable Cost: M900 (+6), E5400 (-9), T900, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 15.00%, 7.50%, 5.00%, 3.75%, 3.00% At T2 levels, you've expanded to your full extent and it's now time to start upgrading your mass extractors. Be careful about assisting them - they won't show up as idle after the upgrade has finished. T2 POWER GENERATOR Armor: 2160hp Cost: M1200, E12000 (+500), T2000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 1500 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, , 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, , 5.00%, 5.00%, 5.00% The T2 power generator is a key piece of your economy, providing that boost that prevents you from being shackled to T1 power's tiny doses of energy, while also granting a generous adjacency bonus if you want to put a shield or a T2 artillery around it. Cybran T2 power generators are smaller, but this won't make a difference, as you build them apart from each other to minimize their death explosion anyway. 3.5.3. TIER 3 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T3 LAND FACTORY Armor: 19000hp Cost: M3120 (storage: 400), E21840 (storage: 2000), T5200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 factories only increase build speed by 10, but the units you get make it all worthwhile. It's expensive to upgrade to T3, so be careful about doing it too early. On the plus side, it's very difficult to destroy this factory, so your investment won't be ruined by a stray bomber squad or tactical missile. T3 AIR FACTORY Armor: 19000hp Cost: M1950 (storage: 400), E32500 (storage: 2000), T6500, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The Cybrans' T3 air units are nice to have, but mostly it's just good to be able to pump out air units that much faster. Cybran factory upgrades are cheaper anyway. T3 NAVAL FACTORY Armor: 35000hp Cost: M2860 (storage: 400), E20800 (storage: 2000), T5200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T3 naval factory is more valued for its build time - you won't need to make a battleship right when you upgrade, but it sure helps to be pumping out those destroyers and cruisers faster. T3 MASS EXTRACTOR Armor: 4000hp Cost: M1800 (+12), E10800 (-36), T1350 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 20.00%, 10.00%, 6.67%, 5.00%, 4.00% That adjacency bonus number looks good, right? Unfortunately, since factories are size 16, putting it next to a T3 mass extractor is only a 5% bonus. You're better off making some mass storage and increasing your production. T3 Mass Extractors are a big investment, but the extra armor helps, and they're an excellent way to smooth out any excess mass you might be taking in. T3 MASS FABRICATOR Armor: 6000hp Cost: M800 (+24), E100000 (-1500), T3000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 4000 damage, area: 7 (137m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 7.50%, 7.50%, 7.50%, 7.50%, 7.50% Mass Fabricators belong in only one place: next to your T3 power generators. Never, ever stop building these two units. Remember that you can power 3 Fabricators and a heavy shield on 2 Power Generators and still have some excess energy left over if you use adjacency. ION REACTOR - T3 POWER GENERATOR Armor: 9720hp Cost: M3240, E57600 (+2500), T5400 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Weapons: DeathWeapon: 8000 damage, area: 10 (195m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 18.75%, , 18.75%, 18.75%, 18.75% Energy drain reduction (factories): 18.75%, 18.75%, 18.75%, 18.75%, 18.75% Energy weapon drain time reduction: 7.50%, , 7.50%, 7.50%, 7.50% The UEF T3 power generator has the advantage of being relatively small in physical size, and thus better able to fit under shields and not eat artillery fire. The death explosion means that they shouldn't always be next to your nuke launchers or artillery pieces, although they help with the cost - you'd rather not have your entire economy go up in smoke. ------------------------------ 3.6. CYBRAN EXPERIMENTAL UNITS ------------------------------ ARMORED COMMAND UNIT Armor: 10000hp (regen rate: 15, armor type: Commander) Abilities: Customizable, Overcharge, Omni Sensor, Engineering Suite Cost: M60000 (+1, storage: 400), E5000000 (+10, storage: 2500), T18000, build rate: 10 Intel: sight: 26 (508m), omni: 26 (508m) Physics: max speed: 1.7 (33.2m/s), turn rate: 90 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2500 hp, veteran level 4: +2500 hp, veteran level 5: repair 30 hp/s Weapons: Molecular Ripper Cannon (Direct Fire): 100.00 dps, range: 2 (39.1m) - 22 (430m) projectile weapon: 80 damage rate of fire: 1.2 (every 0.8s) veteran level 1: +25 damage, veteran level 3: +25 damage Overcharge Cannon (Direct Fire): 35000.00 dps, area: 2 (39.1m), range: 10 (195m) projectile weapon: 70000 damage rate of fire: 0.5 (every 2s), energy required: 3000 (-3000) veteran level 1: +17500 damage, veteran level 3: +17500 damage Death Nuke (Direct Fire): inner ring damage: 3500, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) Your Commander looks intimidating, but that's just because he's so versatile. Remember, if you're in trouble, you can overcharge by pressing O. QUANTUM GATEWAY Armor: 10000hp Cost: M1200, E12000, T1200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 20 Transport: class 2 attach size: 1, class 3 attach size: 1 A thoroughly unremarkable building except for its low cost - that's OK, because subcommanders don't come cheap. Originally intended to also teleport units
across the map, this function was later changed to an upgrade for ACU/SCUs. SUPPORT COMMAND UNIT Armor: 20000hp (regen rate: 15) Abilities: Customizable, Omni Sensor, Engineering Suite, Explodes on Death, Cannot be Reclaimed Cost: M3000 (+2, storage: 100), E40000 (+20, storage: 500), T6000, build rate: 30 Intel: sight: 26 (508m), omni: 16 (313m) Physics: max speed: 2.2 (43.0m/s), turn rate: 146 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +5000 hp, veteran level 4: +5000 hp, veteran level 5: repair 30 hp/s Weapons: Disintegrator Pulse Laser (Direct Fire): 375.75 dps, range: 2 (39.1m) - 22 (430m) projectile weapon: 225 damage rate of fire: 1.67 (every 0.6s) veteran level 1: +56 damage, veteran level 3: +56 damage Death Nuke (Direct Fire): 1000.00 dps, area: 10 (195m), range: 1 (19.5m) projectile weapon: 1000 damage veteran level 1: +250 damage, veteran level 3: +250 damage SCUs are often way too slow to build and use effectively, but they can be an effective damage sink (especially with an upgrade or two) or can simply sit in your base under shields and get a Resource Allocation Upgrade. Cybran SCUs can also get invisibility upgrades and serve as spies or engineer assassins (assuming you've found a way to take out the enemy's Omni Sensor first). MONKEYLORD - SPIDERBOT Armor: 65000hp (regen rate: 0.5) Abilities: Amphibious, Torpedo, Stealth, Sonar, Crushes Units Cost: M39375, E393750 (-250), T16875 Intel: sight: 32 (625m), sonar: 76 (1.48km) Physics: max speed: 1.8 (35.2m/s), turn rate: 16 Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +16250 hp, veteran level 4: +16250 hp, veteran level 5: repair 2 hp/s Weapons: Heavy Microwave Laser: 12500.00 dps, area: 0.5 (9.8m), range: 3.5 (68.4m) - 20 (391m) continuous beam weapon: 2500 damage every 0.2s veteran level 1: +625 damage, veteran level 3: +625 damage 2x Heavy Electron Bolter (Direct Fire): 400.00 dps, range: 64 (1.25km) projectile weapon: 800 damage rate of fire: 0.5 (every 2s) veteran level 1: +200 damage, veteran level 3: +200 damage 2x Nanite Missile System (Anti Air): 10.50 dps, range: 64 (1.25km) projectile weapon: 7 damage x 2 projectiles = 14 damage per salvo rate of fire: 0.75 (every 1.33s) veteran level 1: +2 damage, veteran level 3: +2 damage Meson Torpedo (Anti Navy): 120.00 dps, range: 32 (625m) projectile weapon: 300 damage x 2 projectiles = 600 damage per salvo rate of fire: 0.2 (every 5s) veteran level 1: +75 damage, veteran level 3: +75 damage Spiderbots are in the position of Total Annihilation's Krogoth robot: they have no real weaknesses except that they won't win the game alone. This is why they work best in packs. The Cybrans' silly emphasis on stealth really pays off here as your spiderbots can suddenly appear at the edge of an enemy's Omni range, giving you very little time to scramble your land units and meet them head on. Although they have anti-air capability, it's not enough to save it from a horde of gunships, so make sure you have some fighters to capitalize on the inevitable air assault on your Monkeylord. The Microwave Laser basically kills anything it touches, but your main damage source is actually the bolt guns that auto-target while your laser sweeps across their defensive line slowly. The Monkeylord can get confused by a single unit right behind it, but it'll crush units beneath its feet if they get too close. SOUL RIPPER - GUNSHIP Armor: 18000hp (Light) Cost: M20000, E500000, T15000 Intel: sight: 46 (898m) Physics: max speed: 5 (97.7m/s), elevation: 18 (352m) Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +4500 hp, veteran level 4: +4500 hp, veteran level 5: repair 1 hp/s Weapons: 2x Iridium Rocket Pack (Direct Fire): 300.00 dps, range: 30 (586m) projectile weapon: 200 damage x 3 projectiles = 300 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +50 damage, veteran level 3: +50 damage 2x Nanite Missile System (Anti Air): 3.45 dps, range: 40 (781m) projectile weapon: 5 damage x 2 projectiles = 10 damage per salvo rate of fire: 0.35 (every 2.9s) veteran level 1: +1 damage, veteran level 3: +1 damage 2x Heavy Electron Bolter (Direct Fire): 333.33 dps, range: 30 (586m) projectile weapon: 100 damage rate of fire: 3 (every 0.33s) veteran level 1: +25 damage, veteran level 3: +25 damage Air Crash (Death): 2500 damage, area: 4 (19.5m) A Soul Ripper doesn't have the instant kill potential of a Czar or a Revenant attack force, but its health allows it to chew up enemy experimentals and bases alike. You'll actually want multiple Soul Rippers to make sure you can survive enemy fighters and SAM sites, however, as its anti-air is ineffective. Send a few spy planes and if the enemy has neglected air defense, a Soul Ripper is an unpleasant surprise for their ACU. SCATHIS - MOBILE RAPID FIRE ARTILLERY Armor: 17500hp Abilities: Deploys: Immobile While Firing Cost: M81000, E945000 (-10000), T27000 Intel: sight: 26 (508m) Physics: max speed: 1 (19.5m/s), turn rate: 20 Transport class: 10 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +600 hp, veteran level 4: +600 hp, veteran level 5: repair 2 hp/s Weapons: Proton Artillery (Artillery): 500.00 dps, area: 7 (137m), range: 50 (977m) - 330 (6.45km) projectile weapon: 1000 damage rate of fire: 0.5 (every 2s), randomness: 1.5, energy required: 10000 veteran level 1: +250 damage, veteran level 3: +250 damage The Scathis is extremely expensive and its range means that it probably can't fire from your base straight to the enemy's, and it requires an economy that's sufficiently advanced to have four spare reactors, but its ability to rain down artillery fire faster than shields can recharge means that it's a must-kill unit that is actually rather difficult to kill outside of strategic bomber strikes. You've invested so much in it, at least pay for a stealth field and lots of defenses! -------------------- 3.7. CYBRAN UPGRADES -------------------- 3.7.1. COMMANDER ~~~~~~~~~~~~~~~~ The ACU has a build speed of 10. RIGHT ARM Microwave Laser Generator Cost: M6750, E900000, T2250 Heavy Microwave Laser: 5000.00 dps, range: 22 (430m), continuous beam weapon cost to fire: E (-2000) veteran level 1: +250 damage, veteran level 3: +250 damage Gives ACU an additional Monkeylord-like laser, capable of protecting it from non-experimental ground forces. Nanite Torpedo Tube Cost: M1500, E37500, T1500 Nanite Torpedo (Anti Navy): 250.00 dps, range: 32 (625m) projectile weapon: 500 damage, rate of fire: 0.5 (every 2s) veteran level 1: +125 damage, veteran level 3: +125 damage Gives Commander torpedoes for underwater missions. BACK Personal Teleporter Cost: M60000, E6000000, T6000 Cost to use: E (-20000), T60 Allows teleportation to anywhere on the map. Personal Cloaking Generator Cost: M3000, E112500 (-500), T1500 Allows ACU to cloak (invisible to sight). Omni Sensors can break through the cloaking. Personal Stealth Generator Requires Personal Cloaking Generator Cost: M9000, E1200000 (-500), T3000 Adds stealth (invisible to radar) for no extra energy cost. Only Omni Sensors or ACU/SCUs can see the ACU now. Resource Allocation System Cost: M6000 (+12), E300000 (+3500), T1500 Produces extra resources (see "Cost" above). LEFT ARM Tech 2 Engineering Suite Cost: M2000, E50000, T2000 Gives ACU tech 1,2 build trees. Increases build speed to 30. Tech 3 Engineering Suite Cost: M6750, E900000, T2250 Gives ACU tech 3,4 build trees. Increases build speed to 90. Advanced Cooling Upgrade Cost: M4500, E112500, T1500 Main gun now fires 6 times faster. (I think) 3.7.2. SUBCOMMANDER ~~~~~~~~~~~~~~~~~~~ The SCU has a build speed of 30. RIGHT ARM Focus Converter Cost: M1000, E400000, T3000 Doubles damage output of main gun (I think). Resource Allocation System Cost: M6000 (+12), E375000 (+3500), T9000 Produces extra resources (see "Cost" above). BACK Personal Cloaking Generator Cost: M3000, E112500 (-500), T4500 Allows SCU to cloak (invisible to sight). Omni Sensors will break through the cloaking. Personal Stealth Generator Requires Personal Cloaking Generator Cost: M9000, E1200000 (-500), T9000 Adds stealth (invisible to radar) to existing cloaking. Only Omni Sensors can see the SCU now. Nanite Missile System Cost: M1500, E93750, T3750 Nanite Missile System (Anti Air): 36.00 dps, range: 60 (1.17km) projectile weapon: 24 damage, rate of fire: 1.5 (every 0.67s) veteran level 1: +6 damage, veteran level 3: +6 damage Gives SCU a SAM-like anti-air gun (not as good as real T3 AA). Self Repair System Cost: M2250, E112500, T4500 Enhances SCU's regen rate to 600. LEFT ARM Switchback Engineering Suite Cost: M2100, E225000, T9000 Increases build speed to 60. EMP Charge Cost: M3000, E600000, T4500 Adds EMP freeze weapon in a small area around the SCU. 3.7.3. SHIELD GENERATOR ~~~~~~~~~~~~~~~~~~~~~~~ The shield generator has a build rate of 10. ED1 SHIELD GENERATOR Shield Expansion 1 of 4 Cost: M300, E3000 (-200), T300 Shield: 7000hp (size: 22 (430m), regen rate: 1400, regen start time: 14, recharge time: 16) Shield Expansion 2 of 4 Requires Shield Expansion 1 Cost: M1000, E15000 (-300), T1000 Shield: 10000hp (size: 28 (547m), regen rate: 2000, regen start time: 16, recharge time: 18) Shield Expansion 3 of 4 Requires Shield Expansion 2 Cost: M1500, E30000 (-400), T1500 Shield: 13000hp (size: 34 (664m), regen rate: 2600, regen start time: 18, recharge time: 20) Shield Expansion 4 of 4 Requires Shield Expansion 3 Cost: M3000, E50000 (-500), T2000 Shield: 14000hp (size: 40 (781m), regen rate: 2800, regen start time: 20, recharge time: 22) ============= 4. AEON UNITS ============= The Aeon's unique units are the 3 experimentals and the T1 Attack Boat. Aeon units are all focused towards a single purpose, often with only one gun. They tend to have less health, but make up for it in maneuverability. The Aeon has a powerful navy, especially if you include the Aurora T1 hovercraft. Aeon engineers can sacrifice themselves to add some of their cost towards a building project, which can be handy in a pinch if you need to finish a crucial unit or get back down from the unit limit. Their T3 siege bot is especially useful, as it can repair its friends as well as survive lots of damage. The Aeon ACU can become a formidable fighter with gun and shield upgrades or an economic powerhouse with its Advanced Resource Allocation upgrade. However, it has less health than the other factions' ACUs. -------------------- 4.1. AEON LAND UNITS -------------------- 4.1.1. TIER 1 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER Armor: 105hp Abilities: Engineering Suite, Hover, Sacrifice Cost: M45 (storage: 1), E300 (storage: 5), T150, build rate: 5, sacrifice M40 (88.9%) Intel: sight: 18 (352m) Physics: max speed: 1.9 (37.1m/s), turn rate: 90 Veterancy: unknown veteran level 2: +26 hp, veteran level 4: +26 hp, veteran level 5: repair 2 hp/s The basic Engineer is invaluable for early expansion, for reclaiming map features, and for setting up preliminary defenses / radar towers. The Aeon engineer's sacrifice option actually helps at the end of the game when you want to clear out your now-useless T1 engineers - just put them on any reasonably expensive project. SPIRIT - LAND SCOUT Armor: 23hp Abilities: Hover, Radar Cost: M8, E40, T40 Intel: sight: 24 (469m), radar: 75 (1.46km) Physics: max speed: 5 (97.7m/s), turn rate: 45 veteran level 2: +6 hp, veteran level 4: +6 hp, veteran level 5: repair 2 hp/s Weapons: Light Laser (Direct Fire): 1.00 dps, range: 10 (195m) projectile weapon: 2 damage rate of fire: 0.5 (every 2s) veteran level 1: +1 damage, veteran level 3: +1 damage Don't be fooled by the gun - a Land Scout provides radar support and that's it. Place one at a choke point or likely area of approach and you won't have to build an early radar system in your base, freeing up an Engineer for real jobs. If you see an undefended Mass Extractor, send a light assault bot instead. FLARE - LIGHT ASSAULT BOT Armor: 50hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3.3 (64.5m/s), turn rate: 180 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +13 hp, veteran level 4: +13 hp, veteran level 5: repair 2 hp/s Weapons (can fire from transport): Sonic Pulsar (Direct Fire): 30.00 dps, range: 10 (195m) projectile weapon: 10 damage x 3 projectiles = 27 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +2 damage, veteran level 3: +2 damage The Flare does an awful lot of damage for something so cheap, but it's totally dead against anything that isn't another T1 land unit. Micromanaged, they're great for controlling space, killing any Engineers that venture outside the enemy base, and generally getting the upper hand. You can also put them inside a T1 gunship and they'll fire, creating a Chariot Gunship. Of course, remember not to rely on them for actually defeating the enemy base; if you have air superiority, go straight for their Commander. AURORA - LIGHT TANK Armor: 140hp Abilities: Hover Cost: M52, E260, T130 Intel: sight: 20 (391m) Physics: max speed: 3.7 (72.3m/s), turn rate: 45 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +35 hp, veteran level 4: +35 hp, veteran level 5: repair 2 hp/s Weapons: Disruptor Cannon (Direct Fire): 26.67 dps, area: 1 (19.5m), range: 26 (508m) projectile weapon: 40 damage rate of fire: 0.66 (every 1.52s) veteran level 1: +10 damage, veteran level 3: +10 damage The Aurora isn't like the Striker or Mantis; really, it's a light and fast raiding platform. It's amphibious, so you can make a huge Aurora rush on river maps; it has a powerful and relatively long-ranged gun, so it can take down enemy units (except for T1 point defenses); its only flaw is its very light armor. Beware of an opponent teching up and making your Auroras obsolete. FERVOR - MOBILE LIGHT ARTILLERY Armor: 150hp Cost: M36, E180, T90 Intel: sight: 18 (352m) Physics: max speed: 2.7 (52.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s Weapons: Concussion Artillery (Artillery): 100.00 dps, area: 0.5 (9.8m), range: 5 (97.7m) - 30 (586m) projectile weapon: 200 damage rate of fire: 0.5 (every 2s) veteran level 1: +50 damage, veteran level 3: +50 damage The Aeon light artillery really shines because the Aeon need their extra damage to make up for the light armor on their tanks. (A Fervor has MORE armor than an Aurora!) The Fervor lets you fire up hills, helps fight enemy assault bots and point defense, and generally smoothes the transition to T2. Build plenty. THISTLE - MOBILE ANTI-AIR GUN Armor: 205hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3 (58.6m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Sonic Pulse Battery (Anti Air): 3.60 dps, range: 32 (625m) projectile weapon: 4 damage rate of fire: 0.9 (every 1.11s) veteran level 1: +1 damage, veteran level 3: +1 damage Frankly, the Thistle is terrible. It can barely hit an air transport, let alone a bomber squad tearing your tanks apart. Build interceptors instead. 4.1.2. TIER 2 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER Armor: 514hp Abilities: Engineering Suite, Hover, Sacrifice Cost: M132 (storage: 5), E990 (storage: 30), T440, build rate: 10, sacrifice M118 (89.4%) Intel: sight: 20 (391m) Physics: max speed: 1.8 (35.2m/s), turn rate: 82 Transport class: 2 veteran level 2: +129 hp, veteran level 4: +129 hp, veteran level 5: repair 2 hp/s The T2 Engineer represents a very worthwhile increase in performance and build capability over T1 Engineers. You'll want them for T2 power generators as well as their vast array of defensive options. They build twice as fast, and although their armor is still low, it's enough so that a couple patrolling T1 units won't kill it if it keeps moving. OBSIDIAN - HEAVY TANK Armor: 250hp Shield: 700hp (regen rate: 47, regen start time: 60, recharge time: 75) Abilities: Shield Cost: M160, E800 (-5), T400 Intel: sight: 23 (449m) Physics: max speed: 3.1 (60.5m/s), turn rate: 55 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s Weapons: Quantum Cannon (Direct Fire): 63.64 dps, range: 23 (449m) projectile weapon: 70 damage rate of fire: 0.91 (every 1.1s) veteran level 1: +30 damage, veteran level 3: +30 damage The Obsidian, like the Aurora, has light armor, and its shields mean that you will need to prioritize T1 power generators, but it still works just fine as a ground beater. The shield, being most of its life, helps it survive assaults and forces the enemy to fire at them without knowing their "real" health level. Obsidians don't do much damage, but if you have a few early, they can chew up T1 units without losing any health at all. ASCENDANT - MOBILE AA FLAK ARTILLERY Armor: 1000hp Abilities: Hover Cost: M160, E800, T400 Intel: sight: 20 (391m) Physics: max speed: 3.6 (70.3m/s), turn rate: 120 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Fizz Launcher (Anti Air): 24.00 dps, area: 2.5 (48.8m), range: 40 (781m) projectile weapon: 12 damage rate of fire: 2 (every 0.5s) veteran level 1: +3 damage, veteran level 3: +3 damage Mobile flak guns are a good precaution if you suspect your enemy of having gunships and you're not confident in your ability to win an interceptor battle. You don't need a whole lot of them, as their very presence will make bombers obsolete, but they remain useful as support for T3 units. Plus, the Aeon T2 mobile flak is amphibious, so you can use it to protect places you normally wouldn't be able to fit things, or send it straight across the river instead of airlifting it. EVENSONG - MOBILE MISSILE LAUNCHER Armor: 370hp Cost: M240, E1600, T800 Intel: sight: 18 (352m) Physics: max speed: 2.7 (52.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +93 hp, veteran level 4: +93 hp, veteran level 5: repair 2 hp/s Weapons: Serpentine Missile (Missile): 46.86 dps, area: 0.5 (9.8m), range: 50 (977m) projectile weapon: 330 damage rate of fire: 0.142 (every 7.04s) veteran level 1: +83 damage, veteran level 3: +83 damage The Aeon missile launcher is a support unit, but you'll often end up building them before you build the Obsidians to go with them, because they work just as well supporting Auroras, Obsidians or Harbingers. Their missile doesn't fire very often, but it tracks well so it can kill problematic mobile units as well as enemy defenses. ASYLUM - MOBILE SHIELD GENERATOR Armor: 50hp Shield: 3600hp (size: 16 (313m), regen rate: 720, regen start time: 14, recharge time: 19) Abilities: Hover, Shield Cost: M96, E800 (-75), T480 Intel: sight: 20 (391m) Physics: max speed: 3 (58.6m/s), turn rate: 27 Transport class: 2 The Aeon mobile shield generator is a great little unit. It hovers so it can provide extra health for your ships or amphibious forces if necessary, it provides a shield that will survive at least a few shots even from siege bots, and it isn't very expensive either, so you can churn a few out to go with your ground assault forces. 4.1.3. TIER 3 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER Armor: 1050hp Abilities: Engineering Suite, Hover, Sacrifice Cost: M448 (storage: 10), E3200 (storage: 100), T960, build rate: 15, sacrifice M269 (60.0%) Intel: sight: 26 (508m) Physics: max speed: 1.8 (35.2m/s), turn rate: 70 Transport class: 3 veteran level 2: +263 hp, veteran level 4: +263 hp, veteran level 5: repair 2 hp/s The T3 Engineer shows up much more frequently than the other engineers; one should always be the first thing out of your factory. They can jumpstart your economy, assist factories at a useful rate, and get you into the endgame. It's never bad to have too many engineers. Plus, if they're sent to build defenses or repair a crucial target, they'll last much longer under enemy fire. Unfortunately, these guys are very slow, and their sacrifice really isn't worth the price. HARBINGER - SIEGE ASSAULT BOT Armor: 5100hp Abilities: Repairs, Reclaims Cost: M510, E3420, T1200, build rate: 3 Intel: sight: 25 (488m) Physics: max speed: 2.8 (54.7m/s), turn rate: 146 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1275 hp, veteran level 4: +1275 hp, veteran level 5: repair 2 hp/s Weapons: High Intensity Laser (Direct Fire): 88.46 dps, range: 25 (488m) projectile weapon: 115 damage rate of fire: 0.77 (every 1.3s) veteran level 1: +29 damage, veteran level 3: +29 damage While the Harbinger's laser is considerably weaker than the UEF or Cybran siege bots, its repair ability and its amazing health more than make up for it. Harbingers can assist engineers and actually make a difference while they're protecting your forward base; they can repair each other after the dust has settled; they can survive the heaviest pounding and emerge victorious against other siege bots, especially if you support them with T2 units. Aeon's early land forces are relatively weak, so try to have these ASAP. SERENITY - MOBILE HEAVY ARTILLERY Armor: 900hp Cost: M800, E8000, T2400 Intel: sight: 26 (508m) Physics: max speed: 2.5 (48.8m/s), turn rate: 20 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +225 hp, veteran level 4: +225 hp, veteran level 5: repair 2 hp/s Weapons: Sonance Artillery (Artillery): 140.25 dps, area: 2.5 (48.8m), range: 25 (488m) - 70 (1.37km) projectile weapon: 2805 (15 times 187 damage over 5 seconds) damage rate of fire: 0.05 (every 20s) veteran level 1: +47 damage, veteran level 3: +47 damage The Aeon mobile heavy artillery is actually a useful unit. It's super expensive and relatively fragile, but it can fire while moving, it does loads of damage at a range that outdoes T2 point defense (but not T2 artillery), and the enemy won't really expect them. Protect them as part of a larger strike force, and they can work the magic a pack of siege bots couldn't. ------------------- 4.2. AEON AIR UNITS ------------------- 4.2.1. TIER 1 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER MIRAGE - AIR SCOUT Armor: 3hp (Light) Cost: M16, E640, T160 Intel: sight: 70 (1.37km) Physics: max speed: 17 (332m/s), turn rate: 100, elevation: 20 (391m) Transport class: 1 veteran level 2: +1 hp, veteran level 4: +1 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 10 damage, area: 1 (19.5m) The Air Scout is extremely inexpensive, and it's this virtue that makes it useful. While an interceptor will often get farther into an enemy base, a single air scout in your build queue will let you stockpile a set of scouts that can crisscross the map looking for a lightly defended way in, and for exactly 1 mass per second. CONSERVATOR - INTERCEPTOR Armor: 18hp (Light) Cost: M38, E2280, T380 Intel: sight: 32 (625m) Physics: max speed: 19 (371m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 1 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: 2x Sonic Pulse Battery (Anti Air): 10.20 dps, range: 20 (391m) projectile weapon: 4 damage x 3 projectiles = 12 damage per salvo rate of fire: 0.85 (every 1.18s) veteran level 1: +1 damage, veteran level 3: +1 damage Air Crash (Death): 25 damage, area: 1 (19.5m) Interceptors are the bread and butter of your air defense. They're fast, effective, and cheap, meaning you can set Engineers to build more without having to pause your other projects. I recommend having one Air Factory set to build infinite interceptors for the entire game. SHIMMER - ATTACK BOMBER Armor: 18hp (Light) Abilities: Stun Shot: Ordinance Stuns Enemies Cost: M144, E2880, T480 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Graviton Bomb (Bomb): 100.00 dps, area: 4 (78.1m), range: 2 (39.1m) projectile weapon: 200 damage rate of fire: 0.5 (every 2s) veteran level 1: +50 damage, veteran level 3: +50 damage Air Crash (Death): 100 damage, area: 1 (19.5m) The Aeon attack bomber is lackluster compared to the others. The bomb has a good area of effect, but it only drops a single bomb instead of the group of shots the other bombers fire, making it less likely to hit land units and less powerful overall against big structures. Of course, a few bombers sent to harass enemy troops make great bait for enemy interceptors, or may even make him panic and start building too many anti-air units - which is just what you want, as you're able to focus on better things. CHARIOT - LIGHT AIR TRANSPORT Armor: 90hp (Light) Abilities: T1 Transport: Carries T1-T3 Land Units Cost: M120, E4800, T600 Intel: sight: 32 (625m) Physics: max speed: 15 (293m/s), elevation: 8 (156m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 veteran level 2: +23 hp, veteran level 4: +23 hp, veteran level 5: repair 1 hp/s The advantage of having an early air transport is twofold: you can airlift your assault bots and have a flying gunship to kill enemy T1 forces, or you can make more perilous drops of units or engineers behind enemy lines. Don't rely on them to live beyond one drop, though; they're mostly there to strike fear into the hearts of your enemies rather than actually deliver the victory. It transports 6 T1 units, 3 T2 units, or 1 T3 unit. 4.2.2. TIER 2 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER MERCY - GUIDED MISSILE Armor: 10hp (Light) Cost: M300, E6000, T1000 Intel: sight: 26 (508m) Physics: max speed: 16 (313m/s), elevation: 18 (352m), fuel time: 2:00, turn speed: 1.7 Transport class: 3 Weapons: Suicide (Normal): 3000 damage, area: 3 (58.6m) Air Crash (Death): 25 damage, area: 1 (19.5m) The Mercy is exactly what it says: a tiny guided missile. It can't recharge fuel, so you have only a short time to throw it at the enemy Commander, which it will kill in four shots. They're faster than a bomber and far more deadly, but don't waste them on anything except the most important of targets. To fight against guided missiles, your opponent will need to be thinking about air defense long before he sees the radar dots heading his way. SKIMMER - TORPEDO BOMBER Armor: 120hp (Light) Abilities: Sonar, Depth Charge Cost: M600, E6000, T1000 Intel: sight: 32 (625m), sonar: 40 (781m) Physics: max speed: 15 (293m/s), elevation: 18 (352m), engage distance: 75 (1.46km) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Harmonic Depth Charge (Anti Navy): 130.00 dps, range: 3 (58.6m) projectile weapon: 650 damage rate of fire: 0.2 (every 5s) veteran level 1: +163 damage, veteran level 3: +163 damage Air Crash (Death): 150 damage, area: 1 (19.5m) Torpedo bombers are all but useless. Aeon has great naval forces, so you should really only need these if you forgot to build navy and subs are preventing you from getting a foothold in the water. They're expensive and they do so much damage that it's difficult to have them target enough enemy ships on the first pass - because some of their shots will be deflected by anti-torpedoes and they will rarely survive to make a second pass. SPECTER - GUNSHIP Armor: 150hp (Light) Cost: M390, E7800, T1300 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 10 (195m) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 1 hp/s Weapons: Quad Light Laser (Direct Fire): 60.00 dps, range: 22 (430m) projectile weapon: 12 damage x 4 projectiles = 48 damage per salvo rate of fire: 1.25 (every 0.8s) veteran level 1: +3 damage, veteran level 3: +3 damage Air Crash (Death): 100 damage, area: 1 (19.5m) Aeon gunships are quite effective. Their laser actually won't always hit a moving enemy unit, but their decent armor lets them survive for longer than your bombers while delivering pinpoint airstrikes. Use these to kill undefended Mass Extractors and land forces, other gunships, or just stockpile a huge wing and kill their ACU with it. These guys are the reason to build interceptors. ALUMINAR - AIR TRANSPORT Armor: 210hp (Light) Abilities: T2 Transport: Carries ACUs, T1-T3 Land Units Cost: M320, E12800, T1600 Intel: sight: 32 (625m) Physics: max speed: 18 (352m/s), elevation: 8 (156m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +53 hp, veteran level 4: +53 hp, veteran level 5: repair 1 hp/s Weapons: 4x Sonic Pulse Battery (Anti Air): 4.00 dps, range: 20 (391m) projectile weapon: 3.92 damage x 3 projectiles = 11.76 damage per salvo rate of fire: 0.34 (every 2.94s) veteran level 1: +1 damage, veteran level 3: +1 damage While it's nice that the air transport can defend itself, its main method of defense is its "heavy" armor, allowing it to take a couple shots from air defenses and still drop its cargo. They carry twice the amount of units that a T1 transport does: 12 T1 guys, 6 T2 guys, 3 T3 guys, or an ACU/SCU. If your Commander is being transported, he won't die with the air transport. 4.2.3. TIER 3 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SEER - SPY PLANE Armor: 25hp (Light) Abilities: Radar Cost: M56, E2240, T420 Intel: sight: 120 (2.34km), radar: 120 (2.34km), omni: 30 (586m) Physics: max speed: 21 (410m/s), elevation: 25 (488m) Transport class: 3 veteran level 2: +6 hp, veteran level 4: +6 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 100 damage, area: 1 (19.5m) The Aeon spy plane has an absolutely enormous sight range, making it able to see the enemy base almost in its entirety before being shot down by SAM sites. You can even fly around the edges to see their defenses without losing your spy plane. There's no real reason to build more than one, but you might as well get that first one, especially since it's so cheap. CORONA - AIR SUPERIORITY FIGHTER Armor: 225hp (Light) Cost: M360, E24000, T3600 Intel: sight: 32 (625m) Physics: max speed: 25 (488m/s), elevation: 20 (391m), engage distance: 50 (977m) Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +56 hp, veteran level 4: +56 hp, veteran level 5: repair 1 hp/s Weapons: Displacement Cannon (Anti Air): 78.00 dps, range: 24 (469m) projectile weapon: 26 damage x 3 projectiles = 78 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +7 damage, veteran level 3: +7 damage Air Crash (Death): 200 damage, area: 1 (19.5m) The Corona is a very expensive anti-air unit, so you should only have it if you think you're going to need to kill enemy air units on a regular basis. They fly so fast that they won't provide proper cover for a bombing run, but they can come in and ambush the enemy interceptor force, and they are the best way to deal with experimental air units. Their guns aren't as effective as the other factions' fighters, but they're still your best method of air defense that isn't a turret. SHOCKER - STRATEGIC BOMBER Armor: 135hp (Light) Abilities: Missile Defense - Tactical Cost: M2160, E72000, T7200 Intel: sight: 32 (625m) Physics: max speed: 15 (293m/s), elevation: 25 (488m), engage distance: 50 (977m) Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +34 hp, veteran level 4: +34 hp, veteran level 5: repair 1 hp/s Weapons: Quark Bomb (Bomb): 1500.00 dps, area: 2.5 (48.8m), range: 8 (156m) projectile weapon: 7500 damage rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +1875 damage, veteran level 3: +1875 damage Will O Wisp Anti Missile (Defense): 0.75 dps, range: 64 (1.25km) projectile weapon: 1 damage rate of fire: 0.75 (every 1.33s) Air Crash (Death): 500 damage, area: 1 (19.5m) Strategic bombers build so slowly that they require a big group of Engineers. The word "strategic" there shouldn't be taken lightly: they fly so high that it takes a SAM site a while to kill them, and of course their bomb is great. They're wasted on enemy land forces; instead, stockpile them together with an enormous force of other aircraft to distract enemy air defenses and use them for a surgical strike on an ACU, artillery piece or nuke missile defense. The Aeon strategic bomber's missile defense is almost entirely useless, as it only stops one of the half-dozen missiles coming at your opponent. In return, its bomb is even more ludicrously powerful - two bombs will kill the Commander. --------------------- 4.3. AEON NAVAL UNITS --------------------- 4.3.1. TIER 1 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER SHARD - ATTACK BOAT Armor: 750hp Abilities: Anti-Air Cost: M120, E1200, T400 Intel: sight: 32 (625m) Physics: max speed: 6.8 (133m/s), turn rate: 50 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +188 hp, veteran level 4: +188 hp, veteran level 5: repair 3 hp/s Weapons: Sonic Pulse Battery (Anti Air): 18.00 dps, range: 48 (938m) projectile weapon: 9 damage rate of fire: 2 (every 0.5s) veteran level 1: +2 damage, veteran level 3: +2 damage The Aeon's unique unit, the Attack Boat, is definitely underrated. They're cheap, you don't need them unless your opponent has air units, they can take torpedoes meant for your other ships quite well, and they're good scouts too. Hold off on building these until you know you'll need them - your interceptors should be able to hold off enemy bombers until you can tech up and pump out attack boats to fend off gunships. SYLPH - ATTACK SUBMARINE Armor: 1000hp Abilities: Submersible Cost: M560, E2500, T1000 Intel: sight: 32 (625m), sonar: 60 (1.17km), water sight: 32 (625m) Physics: max speed: 4.6 (89.8m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 3 hp/s Weapons: Chrono Torpedo (Anti Navy): 97.21 dps, range: 32 (625m) projectile weapon: 209 damage x 2 projectiles = 550 damage per salvo rate of fire: 0.25 (every 4s) veteran level 1: +69 damage, veteran level 3: +69 damage The Aeon sub is vicious. Its torpedoes do good damage, it's cheaper than the other factions' subs, and it has a small sonar range to boot. Of course, it can't attack anything on the surface, but that's not why you built them. Be happy that your efficiency has given you superior anti-naval capability. BEACON CLASS FRIGATE Armor: 1800hp Abilities: Torpedo Defense, Radar, Sonar Cost: M290, E2900, T725 Intel: sight: 32 (625m), radar: 70 (1.76km), sonar: 70 (1.76km), water sight: 24 (469m) Physics: max speed: 6.8 (133m/s), turn rate: 30 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +188 hp, veteran level 4: +188 hp, veteran level 5: repair 3 hp/s Weapons: 2x Quantum Cannon (Direct Fire Naval): 28.00 dps, area: 1 (19.5m), range: 31 (605m) projectile weapon: 140 damage rate of fire: 0.2 (every 5s) veteran level 1: +31 damage, veteran level 3: +31 damage 2x Quasar Anti Torpedo (Defense): 0.20 dps, range: 32 (625m) projectile weapon: 2 damage rate of fire: 0.1 (every 10s) The Aeon frigate has better range against other frigates to make it great against both land and sea targets, while its torpedo defense buys time against subs. It's quite expensive, however, so don't try to use them to fight enemy frigates one-on-one; instead, have mixed naval forces to overpower them. 4.3.2. TIER 2 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER INFINITY CLASS CRUISER Armor: 3250hp Abilities: Missile Defense - Tactical Cost: M1800, E18000, T3600 Intel: sight: 60 (1.17km), radar: 90 (1.76km), sonar: 30 (586m), water sight: 45 (879m) Physics: max speed: 4.25 (83.0m/s), turn rate: 20 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +813 hp, veteran level 4: +813 hp, veteran level 5: repair 3 hp/s Weapons: Quantum Cannon (Direct Fire Naval): 70.00 dps, area: 1 (19.5m), range: 75 (1.46km) projectile weapon: 140 damage x 2 projectiles = 280 damage per salvo rate of fire: 0.25 (every 4s) veteran level 1: +35 damage, veteran level 3: +35 damage 2x Zealot AA Missile (Anti Air): 30.00 dps, area: 1 (19.5m), range: 75 (1.46km) projectile weapon: 30 damage rate of fire: 1 (every 1s) veteran level 1: +8 damage, veteran level 3: +8 damage Will O Wisp Anti Missile (Defense): 13.50 dps, range: 32 (625m) projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo rate of fire: 0.3 (every 3.33s) The Aeon cruiser does everything a cruiser is supposed to do: it fires a decent gun from the same range as your destroyers, it has anti-air capabilities while not being totally useless against anything with a gun, and it even has a small amount of tactical missile defense "just in case". The armor isn't great, but its gun should be able to keep it in the back where it belongs. EXODUS CLASS DESTROYER Armor: 7500hp Abilities: Torpedo Defense, Depth Charge Cost: M2160, E14400, T4800 Intel: sight: 55 (1.07km), radar: 60 (1.17km), sonar: 60 (1.17km), water sight: 42 (820m) Physics: max speed: 6 (117m/s), turn rate: 25 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +1875 hp, veteran level 4: +1875 hp, veteran level 5: repair 3 hp/s Weapons: Oblivion Cannon (Direct Fire Naval): 205.00 dps, area: 2 (39.1m), range: 80 (1.56km) projectile weapon: 1025 damage rate of fire: 0.2 (every 5s) veteran level 1: +256 damage, veteran level 3: +256 damage Harmonic Depth Charge (Anti Navy): 15.00 dps, area: 1.5 (29.3m), range: 32 (625m) projectile weapon: 150 damage rate of fire: 0.1 (every 10s), firing randomness: 1 veteran level 1: +38 damage, veteran level 3: +38 damage 2x Chrono Torpedo Launcher (Anti Navy): 37.50 dps, range: 32 (625m) projectile weapon: 150 damage rate of fire: 0.25 (every 4s), firing randomness: 1 veteran level 1: +38 damage, veteran level 3: +38 damage 2x Anti Torpedo (Defense): 0.33 dps, range: 32 (625m) projectile weapon: 3 damage rate of fire: 0.11 (every 9.09s) The Aeon destroyer is fearsome, with a heavy cannon that can sink frigates in a single shot and also does nicely for shore bombardment, a good complement of torpedoes like the Cybran destroyer should it be challenged (plus some torpedo defenses and a depth charge with an area effect), and the advantage of not having to turn perpendicular to the enemy to fire its single cannon. All this in a package that's cheaper and better-armored than its competitors: the only thing it lacks is legs! 4.3.3. TIER 3 NAVAL UNITS ~~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER OMEN CLASS BATTLESHIP Armor: 55000hp Abilities: Missile Defense - Tactical Cost: M19000, E152000, T22800 Intel: sight: 70 (1.37km), radar: 110 (2.15km), sonar: 20 (391m), water sight: 50 (977m) Physics: max speed: 4.675 (91.3m/s), turn rate: 15 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +13750 hp, veteran level 4: +13750 hp, veteran level 5: repair 3 hp/s Weapons: 3x Oblivion Cannon (Direct Fire Naval): 159.38 dps, area: 1 (19.5m), range: 128 (2.50km) projectile weapon: 2550 damage rate of fire: 0.0625 (every 16s) veteran level 1: +638 damage, veteran level 3: +638 damage 2x Will O Wisp Anti Missile (Defense): 9.00 dps, range: 42 (820m) projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo rate of fire: 0.2 (every 5s) The Aeon Battleship is the ultimate extension of a single-minded purpose: aside from some tactical defenses to stop UEF cruisers and shoreline missiles, it relies solely on a trio of what are essentially T2 artillery pieces, plus armor that will take an entire fleet to destroy, at as cheap a price as possible. As Aeon, your early sea advantage will give you the cushion you need to get a battleship up long before they do, and when you do, your Oblivion Cannons will be able to clinch the seas and move in to pummel enemy T2 artillery on their own terms. It's totally vulnerable to subs or air units, so you can't just throw your fleet away to build one, but it's still extremely effective. KEEFER CLASS AIRCRAFT CARRIER Armor: 22000hp Abilities: Air Staging, Construction Cost: M4000, E40000, T8000, build rate: 20 Intel: sight: 60 (1.17km), radar: 150 (2.93km), sonar: 20 (391m), water sight: 36 (703m) Physics: max speed: 3.4 (66.4m/s), turn rate: 10 Transport class: 10 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +5500 hp, veteran level 4: +5500 hp, veteran level 5: repair 3 hp/s Weapons: 2x Zealot AA Missile (Anti Air): 30.00 dps, area: 1 (19.5m), range: 75 (1.46km) projectile weapon: 30 damage rate of fire: 1 (every 1s) veteran level 1: +8 damage, veteran level 3: +8 damage An Aeon carrier has some token anti-air missiles so that it's not entirely defenseless, and it has a surprisingly large amount of health allowing it to take several shots from gunships or whatever and survive to get kills, but it's still basically for the purpose of transporting your aircraft across a large map. If you need to get past fighters, you might as well build more cruisers, as the fighters will be all over your carrier as soon as they spot you, but the carrier can come in handy especially given that your superior Aeon navy is likely to make the sea safe for the carrier already. As a floating air factory, the carrier can be useful even if you don't have a horde of planes already. SILENCER - STRATEGIC MISSILE SUBMARINE Armor: 3000hp Abilities: Submersible, Manual Build, Manual Launch Cost: M10000, E60000, T15000 Intel: sight: 16 (313m), sonar: 90 (1.76km), water sight: 24 (469m) Physics: max speed: 2.55 (49.8m/s), turn rate: 25 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +750 hp, veteran level 4: +750 hp, veteran level 5: repair 3 hp/s Weapons: Long Range Cruise Missile (Missile): 200.00 dps, area: 2 (39.1m), range: 128 (2.50km) projectile weapon: 2000 damage rate of fire: 0.1 (every 10s) veteran level 1: +750 damage, veteran level 3: +750 damage Nuclear Warhead (Missile): inner ring damage: 35000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) stores 2 missiles Just because your nuclear weapon comes on a sub doesn't mean it's any less painful to build. Remember not to build this in your only naval factory, as you'll shortly get overwhelmed. The tactical missile isn't really able to kill other sea units, as their tactical missile defenses will just shoot it down, but it works wonderfully as a way to kill land units while you build your Final Solution once their anti-naval defenses are gone. ------------------ 4.4. AEON DEFENSES ------------------ 4.4.1. TIER 1 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ ERUPTER - POINT DEFENSE Armor: 850hp Cost: M250, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +213 hp, veteran level 4: +213 hp, veteran level 5: repair 2 hp/s Weapons: Graviton Projector (Direct Fire): 150.00 dps, range: 30 (586m) projectile weapon: 100 damage rate of fire: 1.5 (every 0.67s) veteran level 1: +25 damage, veteran level 3: +25 damage Tier 1 point defense turrets all serve the same purpose: they chew up enemy T1 land units, and don't really do anything past that. They're a big strain on your early economy, but if you can guess where the enemy will attack, you have a good chance of getting more than your money's worth from the turret. Unlike bigger Aeon guns, these tiny arcing lasers rarely miss and still do plenty of damage. SEEKER - ANTI-AIR TURRET Armor: 1200hp Abilities: Amphibious Cost: M200, E2000, T250 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Sonic Pulse Battery (Anti Air): 14.40 dps, range: 44 (859m) projectile weapon: 3 damage x 3 projectiles = 9 damage per salvo rate of fire: 1.6 (every 0.63s) veteran level 1: +1 damage, veteran level 3: +1 damage Unlike T1 mobile anti-air, T1 turrets can actually shoot down enemy aircraft if you build enough of them. If you suspect the opponent of either going for an early bomber / transport strike or teching up and sending in gunships, build a bunch of these. Just a few turrets can convince the opponent that it's not a good idea to take to the skies. WALL SECTION Armor: 4000hp Cost: M2, E10, T10 Walls don't count against your unit limit, but you can select and Ctrl-K them if you want to make an entryway. Walls really aren't very effective except as a way to slow units down, as most units will simply shoot over the top of them anyway. If you're on a hill, they might give you some protection, but you might just want to build them a little back from the cliff edge in that case. RADAR SYSTEM Armor: 10hp Abilities: Upgradeable Cost: M80, E720 (-20), T80, build rate: 10 Intel: sight: 20 (391m), radar: 115 (2.25km) Physics: size for adjacency: 4 Tech 1 radar isn't very useful on land, because you have Land Scouts anyway. Instead, build one where you want to upgrade it later, and then when you get an excess of energy at tech level 2, build yourself a T2 radar, which actually has uses in intelligence gathering. SONAR SYSTEM Armor: 500hp Abilities: Upgradeable Cost: M64, E544 (-10), T80, build rate: 10 Intel: sight: 20 (391m), sonar: 115 (2.25km) Physics: size for adjacency: 4 Tech 1 sonar is like tech 1 radar: so small as to be almost useless, especially since frigates have a decent sonar range. Once you upgrade it, though, it can actually give your torpedo launchers the edge. TIDE - TORPEDO LAUNCHER Armor: 4700hp Cost: M600, E4000, T500 Intel: sight: 24 (469m), sonar: 32 (625m) Physics: size for adjacency: 4 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +1175 hp, veteran level 4: +1175 hp, veteran level 5: repair 2 hp/s Weapons: Chrono Torpedo (Anti Navy): 225.00 dps, range: 32 (625m) projectile weapon: 450 damage rate of fire: 0.5 (every 2s) veteran level 1: +113 damage, veteran level 3: +113 damage A Torpedo Launcher is basically an immobile, well-armored, floating sub. Don't expect it to defend against decent ships any more than T1 point defense will stop T2 land units, but it'll at least take down a few subs. Aeon's torpedo launchers are less effective than their subs, but they can still be useful, just don't build too many of them. 4.4.2. TIER 2 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ OBLIVION - T2 POINT DEFENSE Armor: 2000hp Cost: M528, E3648, T480 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +425 hp, veteran level 4: +425 hp, veteran level 5: repair 2 hp/s Weapons: Oblivion Cannon (Direct Fire): 150.00 dps, area: 2 (39.1m), range: 50 (977m) projectile weapon: 600 damage rate of fire: 0.25 (every 4s) veteran level 1: +250 damage, veteran level 3: +250 damage The Oblivion does an awful lot of damage, but it shoots slowly, so fast-moving T1 and T3 units can change direction to avoid its shots. There are two options for building an Oblivion: as a forward emplacement to destroy the opponent's T1 defenses, or in a big group as a base defense that outclasses the Cybran or UEF equivalents en masse. ANTI-AIR FLAK ARTILLERY Armor: 3900hp Abilities: Amphibious Cost: M560, E5600, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +975 hp, veteran level 4: +975 hp, veteran level 5: repair 2 hp/s Weapons: Fizz Launcher (Anti Air): 16.00 dps, area: 2 (39.1m), range: 44 (859m) projectile weapon: 40 damage rate of fire: 2 (every 0.5s) veteran level 1: +10 damage, veteran level 3: +10 damage Flak anti-air is leagues better than guns, and it stays useful against gunships until the end of the game, so you might as well take the plunge and build some after scouting to see if your opponent has T2 air yet. Don't forget that it's amphibious, so if your opponent is the type to build T2 air to take out your T2 torpedo launchers, there's a solution. MIASMA - ARTILLERY INSTALLATION Armor: 2200hp Cost: M2772, E19800 (-75), T1980 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +550 hp, veteran level 4: +550 hp, veteran level 5: repair 2 hp/s Weapons: Miasma Artillery (Artillery): 140.24 dps, area: 2 (39.1m), range: 5 (97.7m) - 128 (2.50km) projectile weapon: 2875 (5 times 575 damage over 1 second) rate of fire: 0.05 (every 20.5s), firing randomness: 1.5 veteran level 1: +1000 total damage, veteran level 3: +1000 damage T2 artillery is expensive to build and operate, but offers a painless way to protect your base from huge threats like sea bombardment or experimentals without having to worry about micromanaging your tactical missile launcher. If you expect destroyers to be shelling your shoreline, or if you want to creep up defenses to within their base, build T2 artillery as fire support. Aeon T2 artillery was retuned in build 3251; now it's just as powerful as the other sides' artillery pieces, but slightly more accurate. SERPENTINE - TACTICAL MISSILE LAUNCHER Armor: 1500hp Abilities: Manual Build, Manual Launch Cost: M700, E3500, T700 Intel: sight: 24 (469m) Physics: size for adjacency: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s Weapons:
Serpentine Missile (Missile): 18000.00 dps, area: 2 (39.1m), range: 15 (293m) - 128 (2.50km) projectile weapon: 6000 damage rate of fire: 3 (every 0.33s) veteran level 1: +1500 damage, veteran level 3: +1500 damage The more quick-fingered among you will love tactical missile launchers. They're cheap to build, they always hit the target on the first shot, and you can fire them quite rapidly if they're stockpiled. Unfortunately, en masse, it's too much trouble to keep building and firing them. So these launchers shine on small maps or as a gambit inside a forward base, so that you can take out enemy Commanders and defensive positions. VOLCANO - TACTICAL MISSILE DEFENSE Armor: 3000hp Abilities: Amphibious, Tactical Missile Defense Cost: M140, E1600, T200 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Weapons: Will O Wisp Anti Missile (Defense): 9.00 dps, range: 32 (625m), effective range: 8 (156m) projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo rate of fire: 0.2 (every 5s) Tac Missile Defense is rather useless on the sea, since your T2 ships have it anyway; instead, build it in a defensive position you expect to be attacked by T2 mobile missile launchers. The defense against enemy Tactical Missiles is merely a side benefit, but since especially Cybrans rely on mobile missile launchers, you can extend your T2 point defense's lifespan significantly. It's worth noting that the Aeon missile defense deflects missiles instead of just destroying them, so it has a very small maximum range, but it's constantly active. Build these as a complement to your defenses on the front lines, as trying to protect your whole base is too expensive. T2 RADAR SYSTEM Armor: 50hp Abilities: Upgradeable Cost: M180, E3600 (-250), T600, build rate: 15 Intel: sight: 25 (488m), radar: 200 (3.91km) Physics: size for adjacency: 4 T2 radar actually has a decent range, although it still has no armor. Make sure you can handle its -250 energy drain - radar is no good when you turn it off. T2 SONAR SYSTEM Armor: 1000hp Abilities: Upgradeable Cost: M120, E3600 (-100), T600, build rate: 15 Intel: sight: 25 (488m), sonar: 230 (4.49km) Physics: size for adjacency: 4 T2 sonar covers a very long range, making it useful to detect subs in pitched naval battles as well as scarier threats like underwater experimentals later. Plus you can upgrade it further to make it more useful. SHIELD OF LIGHT - SHIELD GENERATOR Armor: 150hp Shield: 11000hp (size: 20 (391m), regen rate: 2200, regen start time: 11, recharge time: 16) Cost: M480, E5760 (-150), T480, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 0 The Aeon T2 shield generator is small, cheap to maintain, but can't really be upgraded and doesn't connect to other buildings for adjacency bonuses. It is perfectly serviceable for protecting your defensive emplacements or T2 power farms, however, and it helps to be able to just throw one up anywhere you expect the enemy to attack. STEALTH FIELD GENERATOR Armor: 50hp Cost: M400, E6000 (-200), T1000 Intel: sight: 20 (391m), radar stealth field radius: 24 (469m) Physics: size for adjacency: 0 The Aeon stealth generator at least has a decent stealth radius, allowing you to cloak your secret T2 power outpost or forward artillery / Tac Missile position, but it's expensive to operate and you can't decrease it with adjacency. This is another micromanagement-heavy unit, but if you manage to conceal your building of a T3 artillery in range of their base, the benefits can be huge. T2 TORPEDO LAUNCHER Armor: 12000hp Cost: M1500, E9000, T1500 Intel: sight: 32 (625m), sonar: 42 (820m) Physics: size for adjacency: 4 Veterancy: 10, 20, 50, 100, 200 kills veteran level 2: +3000 hp, veteran level 4: +3000 hp, veteran level 5: repair 2 hp/s Weapons: Chrono Torpedo (Anti Navy): 1040.00 dps, range: 42 (820m) projectile weapon: 1300 damage rate of fire: 0.8 (every 1.25s) veteran level 1: +325 damage, veteran level 3: +325 damage The Heavy Torpedo Launcher is vulnerable to destroyers shelling it from afar, but if anything ventures into its radius, it's a formidable opponent. The Aeon's damage advantage will usually be wastead, as it overkills T1 ships, but even the superior Aeon navy can need some of these to serve as a last-ditch defense, or protect against unknown assaults in a big multiplayer game. CRADLE - AIR STAGING FACILITY Armor: 500hp Cost: M350, E2100, T350 Physics: size for adjacency: 0 Transport: class 2 attach size: 2, class 3 attach size: 4 An Air Staging Facility is boring but necessary, as it prevents your aircraft (especially patrolling fighters) from losing fuel and becoming useless. You generally don't need one unless there are substantial air threats to you. 4.4.3. TIER 3 DEFENSES ~~~~~~~~~~~~~~~~~~~~~~ TRANSCENDER - ANTI-AIR SAM LAUNCHER Armor: 6000hp Abilities: Amphibious Cost: M1400, E12000, T1500 Intel: sight: 28 (547m) Physics: size for adjacency: 4 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1500 hp, veteran level 4: +1500 hp, veteran level 5: repair 2 hp/s Weapons: Zealot AA Missile (Anti Air): 80.00 dps, area: 0 (0.0m), range: 60 (1.17km) projectile weapon: 40 damage x 2 projectiles = 80 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +10 damage, veteran level 3: +10 damage T3 anti-air is the ultimate solution to air attacks. It'll take out any plane with a barrage of tracking missiles, and it does enough damage that a couple of them are able to stop even T2 transport drops before they get close. If your scouting reveals a T3 air factory or a cloud of malignant gunships, start making these guys; you'll be glad you did. RADIANCE - HEAVY SHIELD GENERATOR Armor: 300hp Shield: 18000hp (size: 35 (684m), regen rate: 3600, regen start time: 19, recharge time: 24) Cost: M2400, E44000 (-300), T3000 Intel: sight: 20 (391m) Physics: size for adjacency: 0 As a standalone unit, the Aeon T3 shield covers a good range, but not as much as the other factions' units, and it costs a good deal of energy even when it's next to your power generators - but its shield has significantly more armor, able to withstand multiple T3 artillery shots, let alone ground forces. I'd use these to protect your most important assets - fabricator farms, choke points, and your ACU (who can be set to guard the shield to help recharge it in case of an attack). EMISSARY - HEAVY ARTILLERY INSTALLATION Armor: 4000hp Cost: M121500, E1336500, T36450 Intel: sight: 28 (547m) Physics: size for adjacency: 16 Veterancy: 50, 100, 250, 500, 1000 kills veteran level 2: +1000 hp, veteran level 4: +1000 hp, veteran level 5: repair 2 hp/s Weapons: Sonance Artillery (Artillery): 499.50 dps, area: 3 (58.6m), range: 150 (2.93km) - 900 (17.6km) projectile weapon: 15000 (2 times 7500 damage over 2 seconds) rate of fire: 0.0333 (every 30.03s), firing randomness: 0.75, energy required: 3000 (-300) veteran level 1: +1875 damage, veteran level 3: +1875 damage T3 artillery is perhaps the most ironclad of long-term plans: build one in range of the enemy base, covered with an impenetrable defense, and only heavy shields can save them. A word of warning: it has a substantial minimum range, so you'll need to protect it with T2 artillery. The Aeon artillery has more range but is even more expensive - but the extra range can be extremely useful when it's just enough to build it within your territory instead of out in the wilderness. APOCALYPSE - STRATEGIC MISSILE LAUNCHER Armor: 8640hp Abilities: Manual Build, Manual Launch Cost: M130000, E1250000, T75000 Intel: sight: 28 (547m) Physics: size for adjacency: 0 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2160 hp, veteran level 4: +2160 hp, veteran level 5: repair 2 hp/s Weapons: Quantum Warhead (Missile): inner ring damage: 70000, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) A nuke wipes out everything in its path, and that's why it's so ridiculously expensive and has its own specialized defenses. You can either eliminate their nuke defenses with traditional arms and then follow up with a decisive strike, or in team games, you can have your teammate protect you while you rush to get a single nuke missile targetting the enemy Commander before they even think of having defenses for it. PATRON - STRATEGIC MISSILE DEFENSE Armor: 4000hp Cost: M21000, E240000, T9000 Physics: size for adjacency: 8 Weapons: Saint Anti Nuke (Defense): 30.00 dps, range: 75 (1.46km), effective range: 64 (1.25km) projectile weapon: 30 damage rate of fire: 1 (every 1s) It's never a bad idea to have a nuke defense covering your T3 factories and power farms in a long game, just in case someone gets any funny ideas. You can assist the nuke defense missiles if you're worried about time. OMNI SENSOR ARRAY Armor: 100hp Abilities: Omni Sensor Cost: M2400, E30000 (-2000), T1800 Intel: sight: 30 (586m), radar: 600 (11.7km), omni: 200 (3.91km), sonar: 600 (11.7km) Physics: size for adjacency: 4 The Omni Sensor basically requires its own dedicated T3 power generator, especially if you decide to put a shield around your significant investment, but it's worth it: it gives your base protection from stealth and cloaking fields while also expanding your radar range so you won't need multiples. You don't need to make one immediately on reaching T3, but towards the end of the game most players have excess energy to power one anyway. SONAR PLATFORM Armor: 1500hp Abilities: Mobile, Torpedo Defense Cost: M200, E600 (-100), T750 Intel: sight: 32 (625m), sonar: 450 (4.49km), water sight: 24 (469m) Physics: max speed: 5.5 (107m/s), turn rate: 50 veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 3 hp/s Weapons: Quasar Anti Torpedo (Defense): 0.15 dps, range: 32 (625m) projectile weapon: 1 damage rate of fire: 0.15 (every 6.7s) While the Aeon Sonar Platform's torpedo defense is really just for show because it has paper armor, it's still a moving sonar platform. You may not ever need this one, but particularly in the single-player campaign, you may need coverage in different areas when the map expands. ----------------- 4.5. AEON ECONOMY ----------------- 4.5.1. TIER 1 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ LAND FACTORY Armor: 4500hp Abilities: Upgradeable Cost: M240 (storage: 80), E2100 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The Land Factory should be your default choice on any map that doesn't have big quantities of water, and if you're Aeon, you may even give it a try. Since T1 land battles often involve enormous masses of land units, you'll want a lot of T1 land factories - they're better than T1 engineers by far. AIR FACTORY Armor: 4500hp Abilities: Upgradeable Cost: M240 (storage: 80), E2400 (storage: 400), T400, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T1 aircraft never go out of style. It's perfectly feasible as a first factory if you decide to be daring or on larger maps, too. Extra T1 air factories can always be set to build interceptors and bombers until you have the economic prowess to get them to T2. NAVAL FACTORY Armor: 4500hp Abilities: Upgradeable Cost: M300 (storage: 80), E1500 (storage: 400), T300, build rate: 10 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Taking to the seas is expensive, but an early sea advantage can often translate into an unstoppable fleet with ease, so it should be considered. Just be sure to have a Land or Air Factory first so that you can maximize early economy. MASS EXTRACTOR Armor: 1200hp Abilities: Upgradeable Cost: M36 (+2), E360 (-2), T60, build rate: 10 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 10.00%, 5.00%, 3.33%, 2.50%, 2.00% The bread and butter of your war machine. Build these as quickly as possible, everywhere you possibly can. Remember to upgrade them later. MASS FABRICATOR Armor: 360hp Cost: M0 (+1), E1000 (-40), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 370 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50% T1 fabricators are quite energy-efficient, and can be used to smooth out your mass troubles quickly. Unfortunately, they'll explode in a chain reaction, so don't let a bomber or assault bot get to them. MASS STORAGE Armor: 1600hp Cost: M160 (storage: 500), E1200, T200 Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% Mass Storage is useless on its own, but the adjacency bonuses make it worth your while to put them around higher-level Mass Extractors. Mass is very swingy at the later stages of the game, and you won't stall your economy so quickly if you have lots of Mass Storage helping you extract. POWER GENERATOR Armor: 720hp Cost: M75, E750 (+20), T125 Physics: size for adjacency: 4 Weapons: DeathWeapon: 250 damage, area: 2 (39.1m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy drain reduction (factories): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy weapon drain time reduction: 2.50%, 1.25%, 0.83%, 0.63%, 0.50% Adjacency bonuses makes these the perfect thing to line your factories with. You never want to run out of energy, and these are a good way to make sure you have no idle Engineers in the game's early stages. ENERGY STORAGE Armor: 1200hp Cost: M120, E2400 (storage: 2000), T200 Physics: size for adjacency: 4 Weapons: DeathWeapon: 500 damage, area: 3 (58.6m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50% Unlike mass, energy is easy to produce, so you're better off just building more power generators with that Engineer - you don't need an adjacency bonus. HYDROCARBON POWER PLANT Armor: 2880hp Cost: M160, E800 (+100), T400 Physics: size for adjacency: 12 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, 5.00%, 5.00%, 5.00%, 5.00% These things are invaluable - they're not a big economic drain, they boost your energy production enough for you to build multiple factories at the T1 level before you're fully expanded, and they have enough health that a raiding party can't randomly kill them, unlike T1 Power Generators. 4.5.2. TIER 2 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T2 LAND FACTORY Armor: 8400hp Abilities: Upgradeable Cost: M950 (storage: 160), E7600 (storage: 800), T1900, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 By the T2 level, your factory is not vulnerable to surprise strikes, and is usually the last building to die. It's still twice as fast as your engineer of the same level. T2 AIR FACTORY Armor: 8400hp Abilities: Upgradeable Cost: M720 (storage: 160), E19200 (storage: 800), T2400, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T2 air factory upgrade is slower than the T2 land factory upgrade, so if it's time to tech up and you just want engineers, do this one later. T2 NAVAL FACTORY Armor: 17000hp Abilities: Upgradeable Cost: M950 (storage: 160), E7600 (storage: 800), T1900, build rate: 20 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T2 Naval Factory now has an awful lot of health, without being much more expensive than the other upgrades. Considering the UEF T1 navy is so bad, you now have even more reason to tech up early (even if it's just to make subs twice as fast). T2 MASS EXTRACTOR Armor: 2160hp Abilities: Upgradeable Cost: M900 (+6), E5400 (-9), T900, build rate: 15 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 15.00%, 7.50%, 5.00%, 3.75%, 3.00% At T2 levels, you've expanded to your full extent and it's now time to start upgrading your mass extractors. Be careful about assisting them - they won't show up as idle after the upgrade has finished. T2 POWER GENERATOR Armor: 2160hp Cost: M1200, E12000 (+500), T2000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 1500 damage, area: 5 (97.7m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Energy drain reduction (maintenance): 12.50%, , 12.50%, 12.50%, 12.50% Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50% Energy weapon drain time reduction: 5.00%, , 5.00%, 5.00%, 5.00% The T2 power generator is a key piece of your economy, providing that boost that prevents you from being shackled to T1 power's tiny doses of energy, while also granting a generous adjacency bonus if you want to put T2 artillery next to it. 4.5.3. TIER 3 ECONOMY ~~~~~~~~~~~~~~~~~~~~~ T3 LAND FACTORY Armor: 20000hp Cost: M3360 (storage: 320), E23520 (storage: 1600), T5600, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 factories only increase build speed by 10, but the units you get make it all worthwhile. T3 factories are a big drain on your economy, so be prepared to have defenses or overwhelming force ready to protect yourself while you upgrade but try to get to Harbingers as fast as possible. T3 AIR FACTORY Armor: 20000hp Cost: M2100 (storage: 320), E35000 (storage: 1600), T7000, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 T3 air units are useful, especially since the Aeon's airforce is nothing to write home about - you'd rather be able to pump them out that much faster. T3 NAVAL FACTORY Armor: 37500hp Cost: M3080 (storage: 320), E22400 (storage: 1600), T5600, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 16 The T3 naval factory is more valued for its build time - you won't need to make a battleship right when you upgrade, but it sure helps to be pumping out those destroyers and cruisers faster. T3 MASS EXTRACTOR Armor: 4000hp Cost: M1800 (+12), E10800 (-36), T1350 Intel: sight: 20 (391m) Physics: size for adjacency: 4 Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 20.00%, 10.00%, 6.67%, 5.00%, 4.00% That adjacency bonus number looks good, right? Unfortunately, since factories are size 16, putting it next to a T3 mass extractor is only a 5% bonus. You're better off making some mass storage and increasing your production. T3 Mass Extractors are a big investment, but the extra armor helps, and they're an excellent way to smooth out any excess mass you might be taking in. T3 MASS FABRICATOR Armor: 6000hp Cost: M800 (+24), E100000 (-1500), T3000 Intel: sight: 20 (391m) Physics: size for adjacency: 12 Weapons: DeathWeapon: 4000 damage, area: 7 (137m) Adjacency bonuses (adjacent building size: 4, 8, 12, 16, 20): Mass drain reduction (factories): 7.50%, 7.50%, 7.50%, 7.50%, 7.50% Mass Fabricators belong in only one place: next to your T3 power generators. Never, ever stop building these two units. Remember that you can power 3 Fabricators and a heavy shield on 2 Power Generators and still have some excess energy left over if you use adjacency. QUANTUM REACTOR - T3 POWER GENERATOR Armor: 9720hp Cost: M3240, E57600 (+2500), T5400 Intel: sight: 20 (391m) Physics: size for adjacency: 16 Weapons: DeathWeapon: 8000 damage, area: 10 (195m) Adjacency bonuses (any building size): Energy drain reduction (maintenance): 18.75% Energy drain reduction (factories): 18.75% Energy weapon drain time reduction: 7.50% Always build more of these - just be wary of their enormous death explosion. ---------------------------- 4.6. AEON EXPERIMENTAL UNITS ---------------------------- ARMORED COMMAND UNIT Armor: 11000hp (regen rate: 10, armor type: Commander) Abilities: Customizable, etc. Cost: M18000 (+1, storage: 400), E5000000 (+10, storage: 2500), T60000, build rate: 10 Intel: sight: 26 (508m), omni: 26 (508m) Physics: max speed: 1.7 (33.2m/s), turn rate: 90 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +2750 hp, veteran level 4: +2750 hp, veteran level 5: repair 20 hp/s Weapons: Quantum Disruptor (Direct Fire): 110.00 dps, range: 2 (39.1m) - 22 (430m) beam weapon: 110 damage rate of fire: 1 (every 1s) veteran level 1: +28 damage, veteran level 3: +28 damage Overcharge Cannon (Direct Fire): 52500.00 dps, area: 2 (39.1m), range: 10 (195m) projectile weapon: 70000 damage rate of fire: 3 (every 0.33s), energy required: 3000 (-3000) Death Nuke (Direct Fire): inner ring damage: 3500, inner ring radius: 30 (586m), outer ring damage: 500, outer ring radius: 40 (781m) Your Commander looks intimidating, but that's just because he's so versatile. Remember, if you're in trouble, you can overcharge by pressing O. QUANTUM GATEWAY Armor: 10000hp Cost: M1200, E12000, T1200, build rate: 30 Intel: sight: 20 (391m) Physics: size for adjacency: 20 Transport: class 2 attach size: 1, class 3 attach size: 1 A thoroughly unremarkable building except for its low cost - that's OK, because subcommanders don't come cheap. Originally intended to also teleport units across the map, this function was later changed to an upgrade for ACU/SCUs. SUPPORT COMMAND UNIT Armor: 25000hp (regen rate: 10) Abilities: Customizable, Omni Sensor, Engineering Suite, Explodes on Death, Cannot be Reclaimed Cost: M5200 (+2, storage: 50), E60000 (+20, storage: 250), T6000, build rate: 30 Intel: sight: 26 (508m), omni: 16 (313m) Physics: max speed: 2.2 (43.0m/s), turn rate: 146 Transport class: 3 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +6250 hp, veteran level 4: +6250 hp, veteran level 5: repair 20 hp/s Weapons: Reacton Cannon (Direct Fire): 750.00 dps, range: 2 (39.1m) - 22 (430m) projectile weapon: 750 damage rate of fire: 1 (every 1s) veteran level 1: +188 damage, veteran level 3: +188 damage Death Nuke (Direct Fire): 1000.00 dps, area: 10 (195m), range: 1 (19.5m) projectile weapon: 1000 damage rate of fire: 1 (every 1s) Aeon Subcommanders are extremely expensive, but make up for it by being very powerful fighting units as well as great builders - much better than your Commander even if you don't bother to upgrade them. CZAR - FLYING FORTRESS Armor: 7500hp (regen rate: 0.5) Abilities: Depth Charge, Air Staging Facility, Construction, Anti-Air Cost: M18144, E648000, T19440, build rate: 40 Intel: sight: 70 (1.37km) Physics: max speed: 3 (58.6m/s), turn rate: 20, elevation: 25 (488m) Transport class: 10, class 4 attach size: 0 (transports 150 aircraft) Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +1250 hp, veteran level 4: +1250 hp, veteran level 5: repair 1 hp/s Weapons: Quantum Beam Generator: 13333.33 dps, area: 2 (39.1m), range: 30 (586m) continuous beam weapon: 4000 damage every 0.3s veteran level 1: +1250 damage, veteran level 3: +1250 damage 4x Zealot AA Missile (Anti Air): 7.50 dps, range: 64 (1.25km) projectile weapon: 15 damage rate of fire: 0.5 (every 2s) veteran level 1: +4 damage, veteran level 3: +4 damage 2x Harmonic Depth Charge (Anti Navy): 37.50 dps, area: 1.5 (29.3m), range: 50 (977m) projectile weapon: 150 damage rate of fire: 0.25 (every 4s), firing randomness: 1 veteran level 1: +38 damage, veteran level 3: +38 damage 2x Fizz Launcher (Anti Air): 160.00 dps, area: 2 (39.1m), range: 44 (859m) projectile weapon: 40 damage x 2 projectiles = 80 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +10 damage, veteran level 3: +10 damage Air Crash (Death): 7500 damage, area: 8 (156m) The Czar, despite its Quantum Beam cannon, is mostly useful as a flying aircraft carrier that can crush anything without T3 SAM sites. Its "low" health means it has trouble actually assaulting bases - the most damage it'll probably ever do against an enemy base is with its huge death crater that can crush anything short of a T3 factory or shields. The Czar really shines as a way to kill other experimental units or forward bases; it can take down even a Colossus with ease, while its flak guns let it protect itself against enemy gunships or fighters until it succumbs due to its low health. It can also build T3 air units while it's waiting for the right time to strike, giving it another measure of defense - just pump out interceptors! TEMPEST - SUBMERSIBLE BATTLESHIP Armor: 65000hp Abilities: Submersible, Torpedo Defense, Engineering Suite Cost: M35000, E280000, T21000, build rate: 60 Intel: sight: 32 (625m), sonar: 150 (2.93km), water sight: 40 (781m) Physics: max speed: 2.975 (58.1m/s), turn rate: 9 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +16250 hp, veteran level 4: +16250 hp, veteran level 5: repair 3 hp/s Weapons: Oblivion Cannon (Direct Fire Naval): 750.00 dps, area: 4 (78.1m), range: 150 (2.50km) projectile weapon: 7500 damage rate of fire: 0.1 (every 10s) veteran level 1: +1875 damage, veteran level 3: +1875 damage 6x Heavy Chrono Torpedo (Anti Navy): 45.00 dps, range: 32 (625m) projectile weapon: 225 damage rate of fire: 0.2 (every 5s) veteran level 1: +56 damage, veteran level 3: +56 damage 2x Quasar Anti Torpedo (Defense): 0.33 dps, range: 32 (625m) projectile weapon: 3 damage rate of fire: 0.11 (every 9.09s) The Tempest is the Aeon answer to the Fatboy: it has an enormous battleship- like cannon that fires very slowly but can still shell land targets very effectively, it has torpedoes all along its edges to defend itself when it's a sub (although it will rarely be able to fire all 6 torpedoes at once), and it's a T2 Naval Factory that can also build T3 Engineers. The Tempest's weak spot is its exorbitant expense, twice that of a normal battleship, but it really does rule the seas against anything short of an Atlantis engaging it in an underwater battle. Remember, if it's under attack by air or land units, it can simply dive, move somewhere else, and attack when it surfaces! GALACTIC COLOSSUS - SACRED ASSAULT BOT Armor: 240000hp Abilities: Omni Sensor, Crushes Enemies, Amphibious Cost: M63600, E810000, T18000 Intel: sight: 50 (977m), omni: 50 (977m) Physics: max speed: 1.2 (23.4m/s), turn rate: 40 Transport class: 4 Veterancy: 100, 200, 500, 1000, 2000 kills veteran level 2: +60000 hp, veteran level 4: +60000 hp, veteran level 5: repair 2 hp/s Weapons: Phason Laser: 25000.00 dps, area: 1.5 (29.3m), range: 6 (117m) - 20 (391m) continuous beam weapon: 5000 damage every 0.1s rate of fire: 0.25 (every 4s) veteran level 1: +1250 damage, veteran level 3: +1250 damage 2x Tractor Claw: instant kill for T1-T3 land units, range: 6 (117m) - 40 (781m) rate of fire: 0.2 (every 5s) Colossus Death (Death): 10000 damage, area: 8 (156m) The Colossus is the ultimate land unit, as long as you can properly protect it. Its extremely low speed is its Achilles heel, allowing everything your opponent has to successfully hit it and really negating its enormous health advantage. You'll need a big airforce to prevent the opponent from simply tearing it apart due to its lack of air defense; you'll need support for it because it usually can't take out an entire land force and a base on its own because the land units will stop it in its tracks while it crushes them with its tractor claws; and althrough it's amphibious, ships' higher damage rates can put a big dent in its life total before it re-emerges. The payoff for all these weaknesses is that if it survives to breach the enemy defenses, it will win you the game, no strings attached. ------------------ 4.7. AEON UPGRADES ------------------ 4.7.1. COMMANDER ~~~~~~~~~~~~~~~~ The ACU has a build speed of 10. RIGHT ARM Enhanced Sensor System Cost: M1500, E31250, T1250 Increases sight range to 32 and omni range to 72. Heat Sink Augmentation Cost: M4500, E112500, T1500 Allows main gun to fire 7 times as fast. BACK Personal Shield Generator Cost: M1500, E93750 (-300), T1250 Shield: 29000hp (regen rate: 223, regen start time: 30, recharge time: 160) Gives ACU a shield around itself. Heavy Personal Shield Generator Requires Personal Shield Generator Cost: M4500, E1000000 (-300), T2500 Shield: 44000hp (regen rate: 270, regen start time: 37, recharge time: 200) Gives ACU a more powerful shield around itself. Personal Teleporter Cost: M60000, E3000000, T6000 Cost to activate: E (-20000), T60 Allows teleportation to anywhere on the map. Resource Allocation System Cost: M6000 (+18), E300000 (+2700), T1500 Produces extra resources (see "Cost" above). Advanced Resource Allocation System Requires Resource Allocation System Cost: M6000 (+36), E300000 (+5400), T1500 Produces double the resources (see "Cost" above). Chrono Dampener Cost: M1500, E31250, T1250 Chrono Dampener (Direct Fire): 0.10 dps, range: 10 (195m) projectile weapon: 1 damage, can fire from transport rate of fire: 0.1 (every 10s), energy required: (-200) Adds an EMP stunning field around the ACU. LEFT ARM Crysalis Beam Augmentation Cost: M1500, E75000, T1000 Increases range of main gun from 22 to 30. Tech 2 Engineering Suite Cost: M2000, E50000, T2000 Gives ACU T1,2 build trees. Build speed increased to 30. Tech 3 Engineering Suite Cost: M6750, E900000, T2250 Gives ACU T3,4 build trees. Build speed increased to 90. 4.7.2. SUBCOMMANDER ~~~~~~~~~~~~~~~~~~~ The subcommander has a build speed of 30. RIGHT ARM Stability Suppressant Cost: M2550, E600000, T4500 Gives SCU main gun an area-effect radius of 4. Resource Allocation System Cost: M6000 (+18), E375000 (+2700), T9000 Produces extra resources (see "Cost" above). BACK Personal Shield Generator Cost: M1000, E93750 (-300), T3750 Shield: 15000hp (regen rate: 115, regen start time: 60, recharge time: 190) Gives SCU a shield around itself. Heavy Personal Shield Generator Requires Personal Shield Generator Cost: M1650, E600000 (-600), T4500 Shield: 25000hp (regen rate: 152, regen start time: 75, recharge time: 240) Gives SCU a bigger shield around itself. Personal Teleporter Cost: M60000, E6000000, T18000 Cost to use: E (-20000), T60 Allows teleportation to anywhere on the map. System Integrity Compensator Cost: M1500, E112500, T4500 Increases regen rate to 350 hp/s. LEFT ARM Engineering Focusing Module Cost: M2100, E75000, T9000 Increases build speed to 60. Sacrificial Preparations Cost: M300, E4500, T2250 Sacrifice: M3000 (57.7%) Allows SCU to sacrifice like other Aeon engineers. ===================== 5. FACTION COMPARISON ===================== This section goes systematically through all the units, seeing which side has the better version of that unit. Sometimes the answer is unclear - for example, many Aeon ships are more cost-efficient but lack anti-air guns. --------------- 5.1. LAND UNITS --------------- In general, UEF land units have more armor and less speed, while Aeon units have more speed and less armor, while Cybran units are balanced between them. Take this under consideration while you read the evaluations below. ENGINEERS UEF is average at T1 and T2; its T3 Engineer costs more. Cybran costs more at T1 and T2 and has more storage. Aeon has less storage, costs less, and has the sacrifice ability. While the UEF engineer takes a couple more shots to bring down, the Aeon engineer can simply sacrifice when it's in trouble, and it's cheaper and faster, which lets the Aeon expand despite other economic disadvantages. Advantage: Aeon LAND SCOUT UEF costs very slightly more. Cybran cloaks instead of having a gun. Aeon costs very slightly less and hovers. You'll have to keep building UEF and Aeon scouts because they keep rushing to the front lines and dying, but you still need mobile radar coverage. The Cybran scout can cloak to avoid that disadvantage, while the Aeon scout can accompany your Auroras across the river. Advantage: Cybran, Aeon LIGHT ASSAULT BOT UEF does less damage and has more armor. Cybran is average. Aeon has shorter range but does more damage. Light assault bots are so fast that their best strategy is to swarm the enemy, avoiding shots and closing the distance. Pure damage is all that matters. Advantage: Aeon The TANK slot is filled by 3 completely different units: UEF MEDIUM TANK, which has more health. Cybran HEAVY ASSAULT BOT, which repairs, costs more, and fires a laser. Aeon LIGHT TANK, which hovers and has more range and damage than UEF but has 1/2 the armor. All three are useful in their own way - it's impossible to choose. MOBILE ANTI-AIR GUN UEF has more armor. Cybran has 2/3 the armor, does 1/2 the damage against aircraft, but can switch to shooting land targets (equivalent to 1/2 a Hunter's firepower). Aeon is average. The famed Cybran versatility strikes again - where the other factions are simply guessing that they'll come under bomber attacks, Cybrans can send them in right alongside their other units. Plus they're better at hitting aircraft in the first place. Advantage: Cybran MOBILE LIGHT ARTILLERY UEF has more armor and fires a wide scatter shot with tracer fire to extend its sight range. Cybran costs more and fires an area-effect stun shot. Aeon fires a single, more powerful artillery shot, and is slower. Both UEF and Aeon artillery fill a crucial piece of the land army: UEF needs a way to deal with light assault bots and the scatter shot can often kill 2-3 at once, while Aeon needs a way to deal with turrets through sheer firepower. The only real loser is the Cybrans, who don't need a wide-area projectile when their normal ground units rarely miss anyway. Advantage: UEF, Aeon HEAVY TANK UEF has more armor. Cybran costs more and fires a laser. Aeon has a shield and does more damage. Cybran and Aeon work better against T1 units - Cybran is harder to dodge and Aeon can survive small skirmishes without a scratch. On rough terrain, you'll wish you had UEF or Aeon, but against decent defenses, you'll wish you had UEF or Cybran. It's a toss-up. Advantage: None MOBILE AA FLAK ARTILLERY Aeon hovers, moves faster, and does more damage. Most players don't know the Aeon can support their Auroras and Attack Boats with sub-proof mobile anti-air. It's a very good unit. Advantage: Aeon MOBILE MISSILE LAUNCHER UEF has less armor and fires a single big rocket. Cybran has more armor, fires several smaller rockets, and is very slightly faster. It also doesn't have to face forward to fire. Aeon is essentially the exact average of the other two. The Cybran missile launcher is so vital that they normally get built in a 1:1 ratio with heavy tanks. They deal with land units and structures equally well. The faster firing rate means it's less likely to waste shots on units that are already dead. Advantage: Cybran AMPHIBIOUS TANK UEF has more armor, more speed, hovers, and does slightly more damage. Cybran has a torpedo and two different guns instead of one cannon. Aeon has a T1 hover tank, not a T2 one. Although the torpedo sounds like a great idea, it's too weak to matter. The value of an amphibious attack is not being sneaky as you dodge radar by being underwater, but actually attacking a base when you get there. Of course, those of you planning an amphibious tank rush probably played Aeon anyway. Advantage: UEF MOBILE SHIELD GENERATOR UEF has more armor. Cybran has no mobile shields. Aeon hovers, has a better shield, and costs less to build and operate. Just like the mobile flak gun, Aeon's would have been a better unit even if it didn't hover. (Shielded ships are pretty crazy.) Advantage: Aeon Only the Cybrans have a MOBILE STEALTH FIELD GENERATOR, which covers the same range as a mobile shield generator at double the cost and half the armor. Of course, the advantage of being able to build artillery or move a task force closer to the enemy base undetected more than makes up for the cost. SIEGE ASSAULT BOT UEF has a shield. Cybran has less armor and does more damage at less cost. Aeon has more armor and a repair function, but does less damage. Like the Cybran Mantis, the Aeon Harbinger's extra repair ability is wonderful, but the fact that it takes more damage than a UEF bot with full shields without costing 25 energy per unit is what puts it over the top. The Cybran bot is also a powerful force, but lacks the staying power in the very late game. Advantage: Aeon MOBILE HEAVY ARTILLERY UEF is average. Cybran is faster and shoots a projectile that does half the damage over a very wide area. Aeon can move while firing and shoots a projectile that does twice the damage over a smaller area. While the Cybran artillery can really punish an opponent who builds his stuff too close together, the Aeon artillery packs so much more punch that you can destroy their defenses at the same rate, and it can run away better. Advantage: Aeon -------------- 5.2. AIR UNITS -------------- In general, all air units have the same cost, speed and weapon range. UEF air units have the most armor, while Cybran units have the least armor. AIR SCOUT UEF and Aeon are virtually identical. Cybran has better sight range and is slightly cheaper. Advantage: Cybran ATTACK BOMBER UEF is average. Cybran is more expensive but has more area. Aeon has less health and a single stun bomb that does less damage. The single bomb makes the Aeon bomber less useful against the land units it's designed to stun, and the low damage makes it less useful against structures. The UEF bomber has trouble hitting moving units (like, say, their ACU), but is easier to rush with than Cybrans. Advantage: UEF, Cybran INTERCEPTOR has no significant differences. LIGHT AIR TRANSPORT has no significant differences. Only the Aeon has a GUIDED MISSILE, but it's brutally effective for a strike to the jugular. They require micromanagement to avoid running out of fuel or being wasted on minor targets, but the payoff is worth it. BOMBER Cybran has less armor and firepower but moves faster. UEF is bigger, slower, and stronger. The only real use for T2 bombers is to kill enemy ground units, and the Cybran bomber's speed allows it to get out of the way of enemy mobile flak guns while its missile pack is better at tracking T3 siege bots than the UEF napalm. Advantage: Cybran TORPEDO BOMBER Cybran costs less Mass but more Energy. Aeon has a depth charge instead of a torpedo. I'm not sure whether torpedo defenses kill depth charges; if they don't, the Aeon is clearly superior. Otherwise, the effectively cheaper Cybran unit wins. GUNSHIP UEF can transport one unit and does slightly more damage, but has trouble hitting air units. Cybran is average. Aeon has more armor. The UEF doesn't get many units with extra abilities, but this is a real winner. Advantage: UEF AIR TRANSPORT UEF has two anti-air guns as well as a light anti-ground turret. Cybran has an anti-ground stun shot and one anti-air gun. Aeon has four anti-air guns. If you drop in the middle of battles, the Cybran transport can be useful, but the Aeon transport is much more likely to live to make another transport drop. Advantage: Aeon SPY PLANE Cybran costs more, has sonar, and can stealth itself. Aeon has better sight range. You'll only need one spy plane, so cost is not an issue - and with the Cybran spy plane, you get value for your mass, with the only airborne sonar plus the ability to circle outside of air defenses undetected. Advantage: Cybran AIR SUPERIORITY FIGHTER Cybran has stealth and only does 1/2 the damage (I think) While stealthing your fighters may convince your opponent to send in a rash gunship assault, it'll only work once, and after that Cybran fighters are just a bad value compared to the others. Advantage: UEF, Aeon STRATEGIC BOMBER UEF drops a standard big bomb. Cybran drops a slightly weaker, wide-area bomb. Aeon drops a more powerful, more precise bomb and has tactical missile defense instead of anti-air turrets. While each have their uses, the UEF does everything right: air defense, a big enough bomb to make a difference on suicide base strikes, and enough area to destroy a group of units in one pass. Advantage: UEF Only the UEF has a HEAVY GUNSHIP, but it's almost impossible to stop a force of these guys from killing any unshielded target. They're very good, but also very expensive and can be hit by other gunships. ---------------- 5.3. NAVAL UNITS ---------------- In general, UEF sea units have more armor, while Aeon units are cheaper and have less armor, and Cybran vessels are expensive. Keep this in mind as I give many Cybran naval units the nod - they have a number of deficiencies as well. Only the Aeon needs an ATTACK BOAT to protect its sea fleet. It's a pain to maneuver but takes valuable torpedoes meant for your subs while allowing you to build air defense quickly if necessary. ATTACK SUBMARINE UEF has more armor and less sonar range. Cybran is average. Aeon has less armor and does more damage but lacks any surface guns. The Aeon sub doesn't need to surface; it does its extra damage already. Advantage: Aeon FRIGATE UEF has radar jamming. Cybran is average. Aeon has better range and sonar range and torpedo defense. UEF radar jamming is extremely valuable since naval battles usually happen by radar, but the Aeon frigate is more lethal to land and sea targets alike. Advantage: UEF, Aeon CRUISER UEF has an extra cruise missile but weak AA guns. Cybran only costs as much as UEF, but has loads of AA firepower and an Air Staging Facility. Aeon has an actual gun to go along with its support abilities. These ships are actually pretty balanced - each has its ups and downs. DESTROYER UEF has less torpedo and anti-torpedo defenses. Cybran is amphibious and does more damage with less armor Aeon has more armor, no anti-air guns, and a single powerful cannon. The Cybran destroyer is better for everything except killing other destroyers, because of its low armor. Its amphibious ability is simply icing on the cake. Advantage: Cybran CARRIER UEF has no T3 carrier. Cybran has tactical missile defense and the same kind of short-ranged but powerful anti-air guns as the cruiser, and is cheaper. Aeon has anti-air missiles and more armor. A T3 ship is more likely to need gunship and missile defense than it is to need to accurately shoot down fighters - a carrier will always have its own fighters ready to launch. The UEF Atlantis carrier is never used as a carrier, because it's much more useful as a super-sub, so it doesn't count. Advantage: Cybran BATTLESHIP UEF has better range on its anti-air guns. Cybran has powerful torpedoes as well as weaker main guns. Aeon lacks anti-air and has a bigger main gun. The Aeon battleship is slightly cheaper but much more vulnerable to strikes by enemy aircraft, but it shouldn't be out alone anyway. The gun is what really counts, and the ability to defend itself, which the Cybran ship has in spades. Advantage: Aeon, Cybran STRATEGIC MISSILE SUBMARINE UEF is lackluster. Cybran has torpedoes and the same armor as UEF. Aeon has better sonar range. For the same price, the Cybran sub is an actual sub, not just a sneaky missile platform. Advantage: Cybran ------------- 5.4. DEFENSES ------------- T1 POINT DEFENSE Cybran fires smaller shots faster. Aeon fires a single, more damaging ballistic shot. T1 defenses are meant to stop small, fast units, not single huge threats. Advantage: Cybran T1 ANTI-AIR TURRETS, T1 WALL SECTION are functionally identical. T1, T2, T3 RADAR SYSTEMS are functionally identical. T1, T2 SONAR SYSTEMS UEF has more armor. Cybran has less armor. Aeon is average. Advantage: UEF T1 TORPEDO LAUNCHER Aeon does less damage. Advantage: UEF, Cybran T2 POINT DEFENSE UEF is more expensive and has more armor. Cybran is cheaper and shoots slightly weaker lasers. Aeon fires more powerful slow beams. Cybran point defense is easier to put up, but you have to worry about terrain. Aeon defenses' firepower makes them better in the late game. The UEF will still use its guns, but their armor realistically doesn't make much difference. Advantage: Cybran, Aeon T2 ANTI-AIR FLAK ARTILLERY UEF does average damage. Aeon does more damage. Cybran does less damage. Advantage: Aeon T2 ARTILLERY INSTALLATION UEF has more armor and does average damage. Cybran costs less and does slightly less damage. Aeon is more expensive and does almost 50% more damage. The chief advantage of artillery is its pure firepower. Sure, Cybrans can throw theirs up faster, but that's only a real issue when building a secret artillery base with stealth generators, which is very situational. Advantage: Aeon T2 TORPEDO LAUNCHER UEF has more armor and does less damage. Cybran has less armor and does much more damage. Aeon is average. The armor difference is really quite small, and the Cybran torpedoes do almost 50% more damage than the other two sides. Advantage: Cybran TACTICAL MISSILE DEFENSE Aeon costs half as much but has half the defense radius. Advantage: Cybran, UEF TACTICAL MISSILE LAUNCHER UEF is average. Cybran is more expensive but can hold more missiles. Aeon is cheaper. Operating costs (to build the missile) are identical. Advantage: Aeon SHIELD GENERATOR UEF has a wider shield and costs more, and can upgrade to T3. Cybran costs 1/2 the others, has double the armor and a very weak shield, but is upgradeable all the way up to UEF T3 shields' level. Aeon doesn't get adjacency bonuses but is cheaper to operate, has a smaller and more durable shield, and has less armor. The Cybran cost to micromanage your upgrades outweighs their ostensibly increased usefulness in the early game. UEF and Aeon is a personal preference. Advantage: UEF, Aeon STEALTH FIELD GENERATOR UEF has 4 times the armor of the other factions and only covers 2/3 the operating radius. Cybran is cheaper. Aeon is more expensive. Armor is useless for a stealth field, since the buildings there will be marked anyway as soon as it's discovered. Advantage: Cybran ANTI-AIR SAM LAUNCHER UEF is average. Cybran has less health and does more damage. Aeon has more health and does less damage. Again, this is a toss-up. I'm inclined to go Cybran because if the enemy has enough forces to start attacking your anti-air turrets, you're already losing. Advantage: Cybran HEAVY ARTILLERY INSTALLATION UEF has more armor and costs less energy to fire but does more damage. Cybran has less armor and range, is cheaper to build, and has a bigger area of effect. Aeon costs more to build and fire, has less area of effect, and has more range. Again, armor and firing cost differences are marginal. There's a good balance: Cybrans can get theirs up faster and it's more likely to get kills because of its wider area, the Aeon range advantage can be the difference between being able to build inside your base and making a new base, and the UEF damage lets it work better against shielded targets. Advantage: None HEAVY SHIELD GENERATOR UEF is larger but more expensive to build and operate. Cybran (after 4 upgrades) is strictly inferior in all respects. Aeon doesn't get adjacency bonuses but has a stronger shield. Aeon's shields are better in the front lines, while UEF's shields are better for covering generator/fabricator farms. Of course, Aeon will already have T2 shields in their front lines. Advantage: UEF SONAR PLATFORM (Mobile) UEF has a torpedo launcher and more armor. Cybran costs much more to build and operate, but has a stealth field. Aeon has torpedo defense and is cheaper The advantage of moving your sonar platform around is quite dubious; you'll mostly want it to provide spotting for your torpedo launchers and other means of defense. The UEF sonar platform actually helps you out on defense, making the bells and whistles of the other two pale by comparison. Only if you have a nuke sub does the Cybran sonar stealthing make sense. Advantage: UEF STRATEGIC MISSILE DEFENSE and LAUNCHER are functionally identical. Their uses are already so narrow that the ostensible differences don't matter. ------------ 5.5. ECONOMY ------------ In general, economic units are functionally identical for all three sides. T1 HYDROCARBON POWER PLANTS Aeon is slightly smaller. This is never really an issue, as you can't put hydrocarbon plants right where you want them. T2 POWER GENERATORS UEF: death explosion 500 damage, size 2.2 (43m) square Cybran: death explosion 1500 damage, size 1.3 (25.4m) square Aeon: death explosion 1500 damage, size 2.2 (43m) square While it's nice to have a "safe" death explosion so you can easily queue up adjacent power generators, the three seconds it saves you isn't as impressive as the Cybran size advantage. Advantage: Cybran T3 POWER GENERATORS UEF: size 3 (58.6m) square Cybran: size 4 (78.1m) square Aeon: size 4 (78.1m) square This is a very small advantage, as you can't place any other buildings in the extra space between your power generators, but it does mean you can fit more engineers around them and their death blasts aren't so catastrophic. Advantage: UEF FACTORIES In general, Cybran factories have the least armor and UEF the most armor. Cybran factories can store more Mass and Energy and are cheaper to upgrade, with Aeon factories being the most expensive to upgrade. While UEF's factories are very resistant to being destroyed during an unsuccessful attack, the Cybran economic advantage gives them a clear lead. Advantage: Cybran T1 NAVAL FACTORY Aeon is slightly smaller (I think). Advantage: Aeon T2 AIR FACTORY UEF costs more Mass and Time and less Energy to upgrade. Advantage: Cybran, Aeon -----------------------
5.6. EXPERIMENTAL UNITS ----------------------- ARMORED COMMAND UNIT (no upgrades) UEF has more armor. Cybran regenerates 50% faster but has less armor. Aeon does more damage. Each ACU has its strengths and weaknesses, although they are mostly dictated by choice of map: Aeon excels in Commander battles, UEF in large standoffs, Cybran in small skirmishes for territory. Advantage: None Each side's QUANTUM GATEWAY is identical. SUPPORT COMMAND UNIT (no upgrades) UEF is average. Cybran regenerates faster, just like the ACU, but has less storage. Aeon costs more, has 5000 more armor, and does much more damage. If you're pumping out SCUs as durable engineers, Cybran is the correct choice, but if you want to send them out to fight, Aeon's powerful cannon gets the nod. Advantage: Cybran, Aeon LAND EXPERIMENTALS The Monkeylord can't fight other experimentals but it's much cheaper and more versatile, with no built-in weaknesses. The Fatboy rules the ground but is so big and slow it's vulnerable to artillery fire and T3 bombers. The Colossus is impressive on paper but often too slow to get within range to do enough real damage without backup. AIR EXPERIMENTALS The Soul Ripper takes forever to kill things, but can survive air defenses to fight another day after completing its mission. The Czar kills anything instantly and protects your other aircraft, but will break as soon as you try to use it against their SAM sites. NAVAL EXPERIMENTALS The Atlantis is an amazing mega-sub, but unless you have a real fleet to back it up, they can just ignore it and build more T3 fighters. The Tempest won't absolutely dominate everything else in the seas, but its versatility makes up for it. LONG-RANGE EXPERIMENTALS The Mavor wins the game if you complete it, but you might already be dead from putting all your eggs in one basket by that point. Don't expect the Scathis to live very long, but it'll do its damage before they take it out anyway. Strategic Missile Launchers and Subs are a very long-range plan, and you must be able to keep them from finding out you're making one or have the ability to take out their nuke defense once it's up, but they have a finality that only the Mavor can rival, while going up much faster. ------------- 5.7. UPGRADES ------------- Everyone has a Personal Teleporter on the back, but I have yet to discover a use for it. If you have a replay of someone using teleportation effectively, even with subcommanders, please send it to me. ARMORED COMMAND UNIT UEF has Resource Allocation on an arm instead of the back, has extra Tactical/Strategic Missile Launcher upgrades, and can increase its build speed to 100 or upgrade both shields and regen rate. Cybran can build additional weapons and has Stealth + Cloaking upgrades instead of shields. Aeon has more traditional weapon upgrades, Advanced Resource Allocation and more durable (but smaller) shields. The only useless unique upgrade is the Aeon Enhanced Sensor System. Generally, there are three paths to follow: construction, offense and defense. UEF and Aeon have the edge in construction because UEF's cheap Shoulder Pods give you an early boost and Aeon's Advanced Resource Allocation give you a late-game edge. Cybran and Aeon have the edge in offense because Aeon can shield while attacking and Cybrans' extra weapons are more useful than they look. UEF and Cybran have the edge in defense because of Cybrans' invisibility and UEF's regen ability plus either shields or a one-shot missile. Where Cybran and Aeon can use the right arm to upgrade offense while upgrading their ACU's construction abilities, UEF switches this and uses the right arm for Resource Allocation while upgrading defense or construction abilities. SUPPORT COMMAND UNIT UEF has a variety of weird but bad upgrades, but the combination of heavy shields and Resource Allocation is still very powerful. Cybran has anti-air, a shield-like regen upgrade, and basically all the upgrades you wish its ACU had - it even lacks a teleporter. Aeon is much like Cybrans except it trades anti-air for shields and gun upgrades for a bad sacrifice upgrade. Again, it's difficult to judge - but UEF and Cybran have a variety of good upgrades while Aeon, already more expensive, is stuck with upgrading its construction or trusting in its innate laser firepower. Advantage: UEF, Cybran Only the Cybrans can upgrade their SHIELD GENERATOR, but since you're basically required to upgrade it once or twice to get a decent shield, I've discussed it already in the "Defenses" section. =========== 6. CAMPAIGN =========== Managing Objectives: * Your current objectives will appear in the top left corner of the screen, across from the list of your groups and ACU in the top right corner. * Left-clicking on an objective centers the map on that objective. * Right-clicking on an objective pauses the game and goes to a screen that explains that objective. * Pressing F1 pauses the game and brings up a list of objectives. ----------------- 6.1. UEF CAMPAIGN ----------------- 6.1.1. OPERATION BLACK EARTH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. BUILD 3 MASS EXTRACTORS Schematics added: T1 Mass Extractor To do this as fast as possible, hold Shift to queue up all 3 Mass Extractors. If they are relatively far apart, queue up a Move command between each one so that your ACU won't have to walk as far; if you just tell him to build, he will walk right up next to the Mass Extractor before building it. 2. BUILD 3 POWER GENERATORS Schematics added: T1 Power Generator Queue up the 3 power generators next to each other, away from the extractors, so that you can place the factory (objective 3) next to them for their adjacency bonus. In general, your first few factories should be accompanied by a row of Power Generators so you don't run out of Energy - an Air Factory can produce interceptors on repeat almost for free using this method. 3. BUILD A LAND FACTORY Schematics added: T1 Land Factory Place the factory next to the Power Generators. Have your ACU continue to build Mass Extractors and Power Generators, and if you're making more than you can spend, build another Land Factory. Normally, while factories are being built, you can queue up orders for them. In this mission, you'll have to wait for the next objective before doing so. 4. BUILD 3 MEDIUM TANKS Schematics added: T1 Engineer, Medium Tank, Wall Section, T1 Point Defense, T1 Radar System As a general tip, don't complete objectives before you have to. In this case, build a few Engineers as well as Medium Tanks. Have the Engineers develop your economy with Mass Extractors and Power Generators, while one Engineer is set on patrol around any surrounding trees or rocks to collect their resources. If you have extra resources, your Engineers can assist your factory with its production, as can your ACU, which builds as fast as 2 Engineers. 5. DESTROY THE ENEMY RADAR Map expands to the south Move your tanks to the Cybran radar tower and they'll automatically start attacking the defending Hunters and the nearby Cybran buildings. If they don't kill the radar, tell them to attack it by right-clicking on it. Keep building Medium Tanks for the next objectives. Now would be a good time to set your tanks into a group. Select them either by double-clicking on one of them, pressing Ctrl+L (for Land units), or selecting one and pressing Ctrl+Z (for all units of that type), and make them a group by pressing Ctrl+1 (or any number you choose). In the future, pressing 1 will select those units without having to track them down. Use this for any groups or single units you might want instant access to. 6. DESTROY THE ENEMY AIR FACTORY TO THE SOUTHWEST Schematics added: Remaining T1 land units Map expands to the west Construct a mix of medium tanks, artillery, Mech Marines, and anti-air tanks. Once you have your preferred mix, press the Repeat button in the lower left corner to keep producing them indefinitely. Continue expanding your economy and building more Land Factories (which are significantly faster than your lowly T1 Engineers) until you have a large mixed force (100 units should be plenty). Move in and attack the base using Ctrl+Alt+click, which keeps the units moving in formation even when they encounter resistance; otherwise, your marines will rush in and get killed instead of providing cover for your tanks and artillery. Have all your other factories assist the first so that they will produce from its build queue. If you need to issue different orders, the factory will build those and then go right back to assisting. 7. DESTROY ALL TOWERS ALONG THE DEFENSIVE LINE Map expands to the south Units received: Heavy Tanks, Mobile Missile Launchers Build a few more Engineers and send them over to the southwestern base you destroyed, so you can grab its mass extraction points. You'll need it to continue building up your forces. Be very careful with your Mobile Missile Launchers, as they can destroy the opposing T1 Point Defenses without being hurt themselves. If you set them on patrol just outside the defenses' range, they'll provide fire support while the rest of your units move in to destroy the towers to the south. 8. DEFEAT THE CYBRAN COMMANDER Schematics added: Air Factory and units (except T1 Transport), Anti-Air Turret Build some Air Factories, surrounding them with Power Generators (because aircraft cost a lot of Energy to build). Have your Engineers (some of which should be idle by now) assist the Air Factory to build a large force of bombers and interceptors. The interceptors should go first to engage the enemy interceptors, clearing the way for your bombers. You'll need a lot of bombers to break through the Cybran air defenses, but they're the best way of reaching the Cybran Commander. Don't charge in directly; instead, do the next objective. 9. CAPTURE ONE TECH 2 POWER GENERATOR Schematics added: Mass Fabricator The Cybran base to the west is lightly defended; your ground forces should be able to handle it. Bring a couple Engineers with you so that you can capture the T2 Power Generators (although only 1 is needed, you'll want all 3). With your newfound income, build Mass Fabricators to even out your Mass and Energy production, then move any available Engineers to the base you just destroyed and build more Land Factories there. Get used to commanding multiple bases so that your units have an easier travel to the front lines. Stop building Mech Marines here, as they are much more useful for engaging enemy armies than entrenched, walled bases like this one. If you have enough fighters in a group, you can also get away with building only a few anti-air vehicles. A mix of tanks and artillery, with air support, works best. Move your forces carefully through the pass past the Power Generators. Once all of them have arrived, move in from the south, doing as much damage to the towers as possible before the Commander moves in to ward you off. When the Commander comes out and starts killing your ground units, order all your attack units, land and air, to target him. If you've built up enough bombers, you should have no trouble finishing him off while he's occupied with your ground forces. 6.1.2. OPERATION SNOW BLIND ~~~~~~~~~~~~~~~~~~~~~~~~~~~ From here, I'll assume you know how the game works and I'll stop reminding you to build Mass Extractors, queue up orders, put factories on repeat, etc. 1. BUILD AN AIR FACTORY Schematics: end of Mission 1 Time limit until objective 3 completed: 24:00 You'll want both Land and Air Factories for this mission. The Air Factory is there for the usual support, as well as transporting units to Lima Foxtrot in the northeast. You don't need transports yet - just concentrate on building land units, making sure to include anti-air units in your queues. Send an Engineer to grab the two Hydrocarbon Power Plant spots to the north - but be sure to lightly defend the second one, lest Aeon patrols destroy it. 2. DEFEAT ALL AEON PATROLS Wait until you have a sizable ground force, then set it to patrol from north to south along the edges of the map. Once the patrols are destroyed in your area, expand your patrols gradually until you've cleared a path for your Air Transport to move through with an engineer. If you're pressed for time, build base defenses and move your ground units north to make a path more quickly. Send fighters on the route you plan your Air Transport to take to make sure the way is safe. 3. REPAIR THE RESEARCH FACILITY AT STATION LIMA FOXTROT Move an engineer across the north edge of the map with your Air Transport to repair the facility. The engineer should build some land and air turrets along the south walls of Lima Foxtrot, while your land forces patrol the southern edge of the map. 4. DEFEAT AEON ASSAULT Schematics added: T2 Land Factory, T2 Air Factory, Gunship, Mobile Flak Gun Build a couple more Air Transports and get some of your land units to Lima Foxtrot, while keeping some on patrol to defeat Aeon assaults on your main base. It also helps to build a Land Factory at Lima Foxtrot with any spare Engineers. The Aeon will send several waves of land and air units at you; prepare for the air units with mobile flak and the ground units with gunships. Combined with the defenses you've built, it should be easy to take them out. 5. GET UNITS TO THE LUTHIEN COLONY Map expands to the south There are light Aeon patrols between you and Luthien in the southwest, but it shouldn't be a problem. You need 20 tanks, 12 anti-air trucks and 14 gunships; you probably already have that many tanks and trucks, so if you lost any gunships, rebuild them and land them at Luthien. 6. DESTROY ALL AEON LIGHT RADAR INSTALLATIONS The easiest way to kill these is simply to have your extra ground forces move in on them, along with bombers and any gunships that aren't at Luthien. 7. EVACUATE LUTHIEN COLONY You have control of 8 civilian trucks from Luthien. Your Air Transport(s) and Gunships are more than enough to get them immediately to Lima Foxtrot; set up a ferry point and have the gunships assist the ferry beacon. Guard with fighters while your ground units move out to cover the southern border. 8. DEFEND STATION LIMA FOXTROT Map expands to the south Schematics added: T2 Heavy Tank and Mobile Missile Launcher This is quite easy: simply have your existing ground army patrol to the south of Lima Foxtrot as well as to the north of the enemy base. You should have switched to T2 units by now, and they should be more than enough to hold off the Aeon while you build up forces. 9. DESTROY THE AEON FACTORIES Instead of a frontal assault (which will destroy all your T1 units without accomplishing anything), move around to the southwest and southeast corners and attack from the back door. There are still defenses, but the shields are light enough for you to move in under them and get through. 10. DEFEAT THE AEON COMMANDER The Aeon Commander will probably move in to attack your forces in the south. Your gunships and bombers should make short work of her (just make sure to queue up move orders so they don't try to fly over the Aeon base). 6.1.3. OPERATION METAL SHARK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. DEFEAT FRIGATE FORCE A fleet of six frigates patrols to the south. To defeat them, you'll need a sizable navy, so build up your starting island with plenty of air and sea defense before starting this objective. A mixed force of subs and bombers works best, as they make life tough for engineers building torpedo launchers or enemy frigates. If you've unlocked gunships with objectives 2 and 3, those are excellent. 2. BUILD SONAR INSTALLATION Easiest objective since "Build 3 Mass Extractors". Build it near a Torpedo Launcher so that you can have some advance warning for your defenses. 3. DESTROY ALL ENEMY SUBMARINE GROUPS The only real way to defeat the enemy subs is to have lots of subs of your own. A single Frigate will also give you sonar coverage for the all-important edge in sub battles, since whoever fires first usually wins. If you can trick them into a Torpedo Launcher, your job is easier, but that's risky. 4. DEFEAT THE AEON COUNTERATTACK Map expands to the south Schematics added by this point: Gunship, Torpedo Bomber If you have a decent naval and air force, the counterattack should be no problem - just make sure your fighters cover the approaches to your base. There's a small Aeon island nearby with a Hydrocarbon plant on it; dispatch it with ships (surface your subs to attack ground targets). 5. RECLAIM ARNOLD'S BLACK BOX Schematics added: Resource Allocation System ACU upgrade By now you should have stepped up your production of aircraft so that you have lots of gunships and fighters ready, with bomber / torpedo bomber support for your sea fleet. Try to take naval control early so you can stop building torpedo bombers and concentrate on air units. Make sure you patrol to the east, as enemy attacks generally come from that direction. Expand to the southern islands - T2 point defenses on the shoreline work quite well to ward off Aeon ships. When you're ready to move in on Arnold's island, send your aircraft in first to destroy the torpedo launchers, then bring in your ships to clean up. 6. KILL OR CAPTURE THE AEON PRINCESS Map expands to the east Schematics added: T2 Naval Factory You can't complete this objective no matter how you try. Instead, set your sights on Eris, the Aeon commander. 7. DESTROY THE AEON COMMANDER'S MAIN BASE The Aeon base is large and well-defended. Build up an army of destroyers and subs, then use it to first clear out the small island north of the base, then to destroy the anti-air on the southern tip of the island so your gunships can move in to establish a beachhead. Once you have naval control, stop building ships after you have a few cruisers to pound the shoreline and convert your production to a T2 Land Factory building heavy tanks you can air-drop at the south. Move your tanks north, concentrating fire on the Anti-Air turrets. As usual, when the ACU comes after your tanks, send in the gunships and any bombers you have left over for the kill. 6.1.4. OPERATION VACCINE ~~~~~~~~~~~~~~~~~~~~~~~~ 1. DESTROY THE CYBRAN BASE The Cybran base is to the south, and attacks will come only from the south and east - but they attack with T2 aircraft and amphibious Wagner tanks, so make sure to have the southern end of your base fortified with both anti-air and point defenses. Patrolling anti-air units also help greatly to cover your expansion. You'll want all 3 kinds of factories fairly quickly. Use T2 Point Defense on the shore and your naval units to secure the river, then move across with amphibious tanks. Cruisers help soften up the defenses; surface your subs if necessary. Make sure not to make them move through the walls, but go around into the southern base. Once your ships and tanks have defeated the anti-air, support with gunships. Since Mass Extractors are scarce here, build Mass Fabricator farms in the interior of your base; the Commander's Resource Allocation System also helps. 2. CAPTURE 2 OF THE 4 COMMAND CENTERS Map expands to the south (I think) Schematics added: Tactical Missile Launcher, Air Superiority Fighter Move your sea forces south along the river to soften up defenses, then move in your amphibious tanks to the very south of the map where the command centers are located. The Engineers should capture them only when you're well-prepared to handle a ferocious air and amphibious assault to the east; you may even want to consider building walls along your coastline (with breaks for the amphibious tanks to get through, of course). Have Engineers build turrets on the eastern island to the south and east; when the map expands, you'll have a beachhead on this island for free. Move your naval forces to the northeast corner of the map to take out the next base's defenses. 3. CAPTURE THE SCIENCE FACILITY Map expands to the east Schematics added: Tactical Missile Defense, T2 Shield Generator, T2 Artillery, Strategic Bomber Set to work immediately on building shields around vital parts of your base, along with shields and tactical missile defense along your eastern border. Set up a couple T2 artillery emplacements to the east and southeast to take out enemy ships if you get kicked off the seas. Send your ships to the southeast science facility as usual, then follow up with amphibious tanks and gunships. After recovering from the battle, move your fighters' patrol route to include the science facility as well. 4. ESCORT THE DOCTOR TO THE QUANTUM GATE Dr. Sweeney needs to be transported to the southern Quantum Gate, but as soon as you try to do it, the Cybrans retaliate with gunships from off the edge of the map. Make sure you've cleared absolutely everything away before you move the Doctor, and send lots of fighters to protect him. It also helps to move Sweeney with a gunship instead of a fragile transport. 5. DEFEAT THE CYBRAN COMMANDER The easiest way to draw the Commander out of his base is to pound it with T2 artillery. Capture the island between your base and his, use air and naval strikes to knock out his own artillery, then construct yours (under shield and anti-air cover) on the eastern shore of the island. Once you've got the doctor safely out, construct more artillery to the east; this will help with the next objectives as well as hopefully make him wander out of the base. The Commander usually escapes to the southeast when his northeast base is in trouble; destroy the northeast base first, then rebuild and air drop T2 land units in its ruins to hunt down the ACU in the southeast. Drop everything you have on his head when you find him, making sure to include your artillery. Alternatively, stockpile 75+ gunships and have spy planes find the Commander, then have the gunships surgically strike him. You'll lose the gunships, but with all your Engineers rebuilding them to prepare for the next objectives, you should have no trouble. 6. CONSTRUCT 3 LONG-RANGE RADAR INSTALLATIONS This is fairly easy. Stockpile on gunships and fighters before you finish this objective, and make sure to protect the installations well, as Cybrans will attack from off the map even before the radars are finished. 7. PROTECT THE LONG-RANGE RADAR INSTALLATIONS FOR 1:30 Set your airforce on patrol over the radar and you should have no problem with this objective. Move your ground units around the Quantum Gate and your ships to the river east of the Gate to prepare for the next objective. If there are T2 torpedo launchers in the seas, use your gunships to kill them. 8. DESTROY FLEEING ENGINEERS The engineers flee from Brackman's base in the southwest directly across the river to the Quantum Gate. Move all remaining amphibious tanks in to stop them, while keeping your gunships and land forces ready for the next mission. 9. DEFEAT THE SPIDERBOT The Spiderbot marches north to your base; concentrate all firepower on it. Your naval units serve as a good first line of defense, and destroy Brackman's base with ease once the spiderbot is out of their range. Gunships are key. 10. DESTROY BRACKMAN'S BASE Don't bother wiping it out, just hit the shields and then the Science Lab. With the artillery you built earlier, this shouldn't be very difficult. 6.1.5. OPERATION FORGE ~~~~~~~~~~~~~~~~~~~~~~ 1. DEFEND 90% OF THE CITY 2. PROTECT 2 RESEARCH FACILITIES Immediately build Heavy Shield Generators over the Black Sun research facilities with your T3 Engineers, then set to work pumping out more engineers from your factories. Set Engineers on patrol around the civilian buildings, and others building more T2 point and T3 anti-air defenses. Most of the attacks are by air for the first parts of the mission; by then, you should have amassed groups of T3 Siege Bots and T2 mobile flak guns, with fire support from T2 shield generators, at each of your bases (there will be land assaults and transport drops from outside your bases). The enemy will also try to establish air superiority with constant barrages of T3 fighters; build your own, and once your SAM sites are up, build T3 gunships to take out key things like the enemy T3 artillery. 3. DEPLOY 3 STRATEGIC MISSILE DEFENSES Schematic added: Strategic Missile Defense The enemy launches a nuke early on, but it is automatically shot down. At this point, build Strategic Missile Defenses (make sure to have 10+ engineers on each one) on the indicated spots. The enemy will send more nukes quickly, so assist the defenses while they build their missiles. One of the bases can die, but if that happens, you're very likely to lose because of the "Defend the City" objective. 4. DESTROY ARNOLD'S STRATEGIC MISSILE LAUNCHERS After the second nuke attack, Arnold's nuke launchers are revealed. Move all your forces in a huge mass all the way to the east just above the southeast enemy base. With enough troops, you'll be able to see and destroy any counterattacks before they happen. Get into a formation in the southeast corner and charge in through the back door, going for maximum damage in the shortest amount of time. Afterwards, head to the northeast base for the 2nd launcher. The order isn't actually very important; you can move north to south just as well. If you're fast enough, you'll never need to build another nuke defense missile, because the other bases don't have nukes themselves. 5. DESTROY THE CYBRANS' LONG-RANGE HEAVY ARTILLERY Make sure all your shields are up for this objective. The artillery is in small bases to the northeast and southwest. Use gunships and bombers to wipe out the artillery, leaving the rest of the base to be dealt with later. The artillery to the north can also be destroyed by the force of T3 bots you have in that base at this point. 6. ESCORT BLACK SUN COMPONENT TRUCKS TO QUANTUM GATE Schematic added: Strategic Missile Launcher Black Sun trucks appear in a surviving research base randomly. You must escort them to your main base's Quantum Gate, but watch out for heavy air attacks. Have your ground forces patrol the route the trucks take. Move the trucks right after an air assault is foiled. Two groups of trucks will appear. After you move the trucks in safely, your ACU can follow them, or you can have some more fun with your new nuke launchers. 7. DESTROY ALL 5 CYBRAN BASES (OPTIONAL) The bases to the north have no Strategic Missile Defense, so a single nuke will wipe them out. The southwest base has a single nuke defense; send a massive air strike to take it out and then nuke the base. The southern base is well-defended and will take the rest of your troops to destroy. Alternatively, two nuke launchers will overpower the strategic defenses. 6.1.6. OPERATION STONE WALL ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. PROTECT BLACK SUN (ongoing) As soon as you start the mission, move your air forces away from the eastern island and under some shields; there's no time limit on the first objective. This objective is ongoing. Your starting base is mostly upgraded to T3, but it needs more defenses, especially air defenses. You'll also need a lot of Engineers to get your economy going and build the requisite defenses. Build 4 Heavy Shield Generators around Black Sun itself, plus anti-air guns within the shields and T2 point defense on the north side. Although you're on an island, build a ground force, as you'll face land attacks from the north later on. Build heavy naval defenses to the east of your Naval Factories - groups of Heavy Torpedo Launchers and anti-air should work. Concentrate on the UEF's air advantage: Heavy Gunships. Strategic Bombers are expensive but work well as naval defense (their firepower is usually wasted on land units). Upgrade both your Commanders' shields and keep them shielded at all times. Build a Quantum Gate and a pack of Support Commanders for later on; they also help construct more quickly, and can build Resource Collection upgrades to get your economy going enough for multiple nukes. 2. RECOVER THE LAST COMPONENT Wait until you have a superior force of T2 ships, subs, and T3 aircraft before attacking. You might also want to build a second Strategic Missile Defense if your base expands beyond the first one's reach, as the Aeon will retaliate with nukes as soon as you accomplish this objective. Have a transport pick up the last component; while carrying it, the transport is invulnerable. During this or the next objective, you'll want a Strategic Missile Launcher and naval defenses to the east and west. In fact, having a nuke sub (or a second nuke launcher) also really helps. 3. DESTROY THE AEON COMMANDER'S ISLAND BASE Map expands to the east Before completing this objective, get ready for a large ground assault from the north of the map - make sure your tactical missile launchers are full and your ground forces arrayed to protect Black Sun. Build a nuke launcher south of Black Sun, along with the power and mass needed to run it. The island base has nuke defenses, but it's possible to overwhelm the defenses by firing all your nukes at once, or you could simply find and kill the nuke defense before you move in. To destroy the base, build a couple Battleships and position them out of range of any torpedoes while they shell it. If you've knocked out a Missile Defense, fire several nukes at once at different areas of the island and do as much damage as possible before it is rebuilt. Once you've destroyed all Aeon units, be prepared for a huge northern assault; move all your ships to the west and move your Battleships northwest to provide fire support. 4. DEFEAT THE CYBRAN ATTACK Map expands to the north The biggest threat is their four Spiderbots, as well as strategic missile launches on your northern defenses. If you don't have missile defense (or if you lose it to the army) pull your forces back to defend Black Sun itself and start rebuilding your defenses. The best way to take out this attack is with your Tactical Missiles targeting the Spiderbots, then moving in with T3 gunships, while using your land forces to fight their smaller units. Be prepared for naval attacks on the east and west sides. Don't forget that your T3 subs have tactical missiles as well as strategic ones. Keep an eye on Black Sun's completion; once it reaches 15%, a massive Cybran and Aeon aerial attack comes from all sides, and a small naval force to the east. As soon as these are defeated, an enormous ground force appears at the north corner of the map. Use all your nukes to take this one out; remember to target ahead of the army so they'll walk into it. The Spiderbots will probably survive this nuclear assault; use your T3 bots and SCUs and tactical missiles to kill them. An SCU can upgrade its guns and shields until it can stop even an experimental unit for a few seconds. After the Spiderbots are killed, two Soul Ripper T4 gunships will come from the northern edge of the map. Your only hope of killing them is with your T3 aircraft - fighters and any remaining gunships. Your SCUs can also distract the Soul Rippers from your airforce. T3 air defenses also work well against these guys; have Engineers rebuilding your northern defenses so that they'll be ready when the Soul Rippers arrive. At 70% completion, an Aeon Tempest appears off the west coast. Attack this with all your naval forces and gunships; its Oblivion Cannon can take down the shields you built around Black Sun in two shots. 5. DEFEAT ARNOLD AND HIS ASSAULT GROUP At 80% completion, a large force approaches your island from the northwest. This is the last attack. Put all your troops together at your northern line of defense - remember that Arnold's death explosion can kill Black Sun if he gets too close before he dies. Your defenses in the north should be rebuilt by now. As a last ditch effort, put your ACUs behind Black Sun's shields and give them weapons upgrades. Have all your air forces concentrate on the Czar which presages Arnold while your land forces attack him directly. You should have just enough to kill him. Enjoy your victory! -------------------- 6.2. CYBRAN CAMPAIGN -------------------- 6.2.1. OPERATION LIBERATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. BUILD 3 MASS EXTRACTORS Schematics added: T1 Mass Extractor To do this as fast as possible, hold Shift to queue up all 3 Mass Extractors. If they are relatively far apart, queue up a Move command between each one so that your ACU won't have to walk as far; if you just tell him to build, he will walk right up next to the Mass Extractor before building it. 2. BUILD 3 POWER GENERATORS Schematics added: T1 Power Generator Queue up the 3 power generators next to each other, away from the extractors, so that you can place the factory (objective 3) next to them for their adjacency bonus. In general, your first few factories should be accompanied by a row of Power Generators so you don't run out of Energy - an Air Factory can produce interceptors on repeat almost for free using this method. 3. BUILD AN AIR FACTORY Schematics added: Air Factory Place the factory next to the Power Generators. Have your ACU continue to build Mass Extractors and Power Generators, and if you're making more than you can spend, build another Air Factory. Normally, while factories are being built, you can queue up orders for them. In this mission, you'll have to wait for the next objective before doing so. 4. BUILD 5 BOMBERS Schematics added: T1 Engineer, Air Scout, Attack Bomber After building your initial Air Scout to patrol outside your base, build Engineers and bombers. Have the Engineers develop your economy with Mass Extractors and Power Generators, while one Engineer is set on patrol around any surrounding trees or rocks to collect their resources. If you have extra resources, your Engineers can assist your factory with its production, as can your ACU, which builds as fast as 2 Engineers. 5. DEFEAT THE UEF PATROLS Set up an attack queue by holding Shift and clicking the enemy units. Your bombers should make short work of the enemy land units; if there are any anti-air vehicles, target them first to avoid losing bombers. If your aircraft are in the air too long, they will run out of fuel (the meter right below their health bar). Allow them to land and they will refuel themselves slowly. In later missions, you can use Air Staging Facilities or some naval units to repair and refuel more quickly. 6. CAPTURE THE UEF RADAR Move one of your Engineers to the radar facility to capture it. Once it's yours, the rest of the small base joins your forces as well. 7. DESTROY THE UEF MASS REFINERIES Map expands to the north Schematics added: Interceptor Add interceptors to your build queue. Find a good mix of bombers and fighters, then press the factory's Repeat button to continue it indefinitely. Have your other Air Factories assist the first to help with its queue. If you give the other factories new build orders (say, if you need more Engineers, or some Air Scouts), they will return to assisting after they're finished with those. Set your interceptors on a patrol route around your base - you'll want 5-10 of them before you send them north to battle the UEF interceptors. With those dead, move in your bombers and destroy the Mass Extractors. 8. DEFEAT THE UEF PATROLS Map expands to the east Schematics added: Land Factory, T1 Point Defense, Anti-Air Turret Build several Land Factories, along with Power Generators next to them so that you don't run out of energy. Have them build a couple Land Scouts for radar coverage, then a continuous mix (put the queue on repeat) of land units. Set the primary factory's default orders to patrol along the east of your base. You can now build up an overwhelming force, protecting your base with turrets, assisting factories with your ACU and extra Engineers, and move in when you feel you're ready to crush all opposition. The enemy will attack only from the air until you move in to defeat the patrols. 9. DEFEAT UEF OUTER DEFENSES You'll need mostly ground units to defeat the two defensive posts in the north and south. The middle defensive post can be destroyed with one fell swoop if you have enough bombers: simply target the easternmost Anti-Air turret and the bombers will destroy all its anti-air defenses on the first pass and the rest on the second pass. Don't let your bombers stray north or south; you'll need them for the next objective. 10. DEFEAT SYMBIONT GUARDS Map expands to the east At this point, you should be close to the unit limit. Try to keep your economy as close to +0 mass as possible - if you have extra, build more factories, and always build Mass Extractors anywhere you can. If you have too little, you can pause some Engineers by pressing Z. The new UEF base has a lot of Interceptors guarding it - bring in your own air force to destroy them while simultaneously bringing in your own ground forces from the south. You should pass right through the enemy base, which surrounds the Symbionts you need to free. Once the interceptors are destroyed, you can bring in your bombers to support the ground forces, especially to take out problematic Point Defenses. 11. DESTROY THE UEF BASE Move northward from the Symbionts with your land forces. If you've eliminated the Anti-Air turrets, you can bring in your bombers to make short work of any remaining buildings. Keep your fighters patrolling outside your base and have them swoop in if any enemy fighters show up. 12. DEFEAT THE AEON COMMANDER Map expands to the south Schematics added: T1 Air Transport Build several transports and have them set up a ferry from your base to the front lines. (See part 1 of this guide for more info on ferrying.) You should build up an enormous land force consisting mostly of Mantis assault bots with support from the other ground units (plus a cloaked scout for radar coverage). Your huge force should just head straight south to the center of the enemy base and attract the enemy Commander. When she comes out, send all your air units to attack her, with the fighters coming in to confuse enemy anti-air. The combination should finish her quickly. 6.2.2. OPERATION ARTIFACT ~~~~~~~~~~~~~~~~~~~~~~~~~ From here, I'll assume you know how the game works and I'll stop reminding you to build Mass Extractors, queue up orders, put factories on repeat, etc. This mission is actually rather difficult; be sure to build up a large force instead of accomplishing early objectives as fast as possible. 1. CLEAR VILLAGE OF AEON UNITS Build Land Factories first, without neglecting Air Factories (since air assaults come early and often), and get a force of land units up. You can clear out the forces from the first temple relatively quickly, but don't destroy the temple itself before you have a sizable base, because when the temple is destroyed it triggers a counterattack of T1 units. 2. DESTROY TEMPLE TO FIND TECH Manually attack the temple once you're ready with a well-defended base, a thriving economy, and a few Torpedo Launchers in the water before you build a Naval Factory (to avoid attracting enemy Frigates which will tear into your base and land units). Make sure to eliminate any Aeon units in the area before moving on to the next objective. 3. GUARD THE FIRST PIECE OF SERAPHIM TECH This shouldn't be an issue - simply keep your forces around the temple until an Engineer comes to retrieve the Tech. 4. SEARCH SURROUNDING TEMPLES FOR MORE TECH Map expands to the north and south (I think) The Tech is in the southeast temple, but you should destroy the units which defend the other temples first, to prevent surprise attacks. 5. DEFEAT AEON REINFORCEMENTS The Aeon start sending in T2 units to defend their temples now, so be ready with your own ground forces, plus your ACU if absolutely necessary. Keep your units on patrol, but concentrate on the south. Start building naval units, mostly subs, to defend against enemy naval attacks. Try to bait them into running into your Torpedo Launchers. 6. GUARD THE 2ND PIECE OF SERAPHIM TECH The Aeon will ignore the Tech if they recapture the area, so this simply equates to "Secure the area". 7. DESTROY SOUTHERN AEON NAVAL BASE Map expands to the south and east Send your naval units south, destroying naval threats first and then moving to destroy the enemy frigates and factories. The air defense is light once you've destroyed the Attack Boats, so bring in your bombers. Move your naval units along the river after you're done and build more Frigates than subs. 8. DESTROY EASTERN AEON BASE AND RECOVER ITS TECH Send your naval units up the river at the same time as you move in with an enormous T2 ground force. With your extra resources, build T2 defenses along the new edges of your base; try to lure enemy ground forces back to them if you need help. 9. GUARD THE 3RD PIECE OF SERAPHIM TECH While your army accomplishes this (which your naval force should be doing well) have some Engineers capture the mass points of the southern and eastern bases. Maintain air superiority at all times over your territory, as the enemy will attack with both bombers and air transports full of ground units. 10. DEFEAT MACH Map expands to the east Build several Air Transports and use them to transport your ground forces to the south of the map (don't fly over Mach's base in the southeast), just east of the southern Aeon base you destroyed. A mixed force of units, with shields and Mantises for protection, works best. Move north and destroy the Power Generators to cut his production, then sweep through the defensive turrets. Once you've cut off his anti-air ability, bring in bombers to the southeast corner of the map so that you can destroy Mach when he appears without flying over anti-air in the northeast base. 11. DEFEAT THE AEON COMMANDER The Aeon Commander usually comes out very quickly once you kill Mach. Your ground forces can surround and destroy her, especially if you're ferrying them to Mach's base now. Meanwhile: 12. MOVE YOUR COMMANDER TO THE GATE Walk it into the center of the Quantum Gate to finish the mission. 6.2.3. OPERATION DEFRAG ~~~~~~~~~~~~~~~~~~~~~~~ 1. DEFEND YORK18 AND THE QUANTUM GATE You have very few resources at the start of this mission, so use your starting units wisely. Have your Bombers destroy the tanks to the west of York18, but don't let them fly over the west or northwest bases. Once York is safe, pull your bombers back to your base. You will be attacked by land and air early. Build some Anti-Air turrets on the western shore near the Quantum Gate, and send an Engineer over to York's position to defend him with turrets. Build an Air Factory first to help with air defense and replenish your bomber supply. 2. DEFEAT THE NORTHEASTERN BASE Defeat this base first to gain control of the east side of the river. You can use T2 land forces and Medusas (T1 light artillery) to take out this base, and then start building Wagner amphibious tanks. You can capture the Land Factory to save some time once you've finished this. Once the east of the river is under your control, build Anti-Air turrets along the shoreline and some more defenses for your new northern base. At this point, you should have a second Air Factory and a Naval Factory, and your Engineers should be building Power Generator and Mass Fabricator farms to the east. Use your T2 engineers (from the land factory building Wagners) to upgrade York's defenses to T2. These guns can reach the edges of the other two bases. You can also bombard them with T2 point defense from across the river or your own frigates. 3. DEFEAT THE WESTERN BASE Use air transports to airlift your T2 land units and Medusas south of the western base. Slowly move them closer as your artillery softens them up. Your Wagners and bombers can move in for the kill once the artillery starts working. 4. DEFEAT THE NORTHWESTERN BASE Build T2 point defense in the ruins of the western base so that it can reach the northwestern base. Once it has finished off the edges, move in your troops that took the western base. 5. DEFEAT 2 UEF ARTILLERY POSITIONS Map expands to the east Dr. Brackman's bunker starts under fire from the UEF artillery position to his northwest. Send your land forces back (Wagners help here, as they don't have to wait for transports) to take it out quickly, with bombers to kill the artillery itself once the land forces kill the anti-air turrets. The second position is across the river and you'll need more Wagners and Bombers to kill it, but the Cruiser stands in your way. 6. DEFEAT THE UEF CRUISER The Cruiser starts just north of Brackman's bunker. Move your tanks and artillery to the shoreline and they should be able to hit it, with your remaining bombers destroying it quickly. Afterwards, rebuild for a little while, then attack the second artillery position with mixed forces. 7. ESCORT BRACKMAN'S CONVOY The convoy appears slowly, but let the civilians accumulate under Brackman's shield until you're sure the way is safe. Enemy air patrols appear from the north, but your fighters should make short work of them if you patrol along the route the convoy will take. The enemy will also try to make transport drops on you, so have your land units guard Brackman's base until the convoy arrives and travel with it to the Gate. Move all trucks directly into the Gate for the next objective. 8. DESTROY THE UEF COMMANDER Map expands to the north Start building T2 air units here; extend your air and ground patrols to cover your whole main island. Move your naval units to the northern river to prevent enemy naval units from sneaking along the eastern and western rivers. Build T2 defenses along the northern shore to prevent amphibious assaults while your own Wagners and artillery (transport-dropped after the Wagners clear a small landing zone) destroy the base. Once the outer defenses are destroyed by your Medusas and Vipers, move the Wagners in to find the ACU, and use air attacks to finish him off when he appears. Unlike most missions, you'll do just fine by cornering the ACU instead of baiting him out of his base. 6.2.4. OPERATION MAINFRAME TANGO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. DEFEAT THE AEON COMMANDER There's no time limit for the first task, but you'll be continually assaulted, so build up defenses on your western side. The Aeon Commander is to the southwest. Build up a large navy and Wagner force (they have torpedoes so they won't be defenseless while crossing the bay), with air transports to bring in Vipers and Rhinos for the heavy base assaults. Your walking destroyers are key here, as they can do anything you need. Scout out the southwest base until you find a good place to air drop your forces. Before moving in, build up a decent force and send in your Destroyers so they emerge from the water, causing the enemy defenses to target them instead of your land units. When the Aeon Commander shows up, attack with everything, including bombers and gunships; she'll teleport away, but you'll need forces there anyway for objective #2. 2. RECAPTURE THE NETWORK NODE The node is in the middle of the base you're attacking. Capture it with an Engineer once you've leveled the base. Have your naval forces (not just your Destroyers) destroy the naval side of the Aeon base there. 3. SAVE THE NETWORK NODE AND CIVILIAN BUILDINGS Map expands to the west The civilian village already has shields, but you'll want to airlift your land units there for defenses while you erect a defensive position. Build a Land Factory there so you can have mobile defenses, and build some anti-air as well. 4. DEFEND THE NODE AGAINST AEON ATTACKS The node will come under all kinds of attack - your Land Factory making T2 flak and heavy tanks comes in handy as all-purpose defense. Move your naval forces to the north of the village to find the naval attack before it happens and destroy it. 5. CAPTURE THE NORTHEAST NODE Map expands to the north Your original base is now vulnerable to northern attacks, so build some defense there. You can either move in with a large force to overwhelm their mobile shields, or send a mobile stealth generator and an engineer with your air transport (after scouting out their flight paths) to capture it. 6. CAPTURE THE NORTHWEST NODE This is relatively easy: simply move your naval forces to the coast and they will shell the base into oblivion. Before capturing the node, move your entire army just outside the main Aeon base in a huge formation. You have a time limit for the next objective, so capture only when ready. 7. DEFEAT THE AEON COMMANDER 30 seconds after completing objectives 5 and 6, an EMP bomb goes off in the middle of the Aeon base. This gives you time to raid the base with everything, find the Commmander, and kill her with gunships and bombers before their air defenses reactivate. 6.2.5. OPERATION UNLOCK ~~~~~~~~~~~~~~~~~~~~~~~ 1. DESTROY 6 UEF POWER GENERATORS To the south there is a large UEF base; build a wall between the two of you once you've taken control of 10 or 11 mass deposits. Don't provoke the UEF until you're ready to fight, and don't build a Naval Factory until your land forces are secure and teched up to T2, as the UEF navy is big and aggressive. Build your Mass Fabricator farms to the northeast of the map, far from enemy air patrols. Along your south wall, build a complete T2 defense with shields and artillery and a couple patrolling Engineers. Once you're ready to upgrade to T3, build some Naval Factories and assist them while you produce a land force designed to protect your T3 mobile artillery. Let the enemy forces attack you and waste their mobile units before you attack. Sneak your forces along the eastern edge of the map, behind cover of the mountains, so they can destroy the Power Generators and drop their shields. Remember to move at Heavy Artillery Speed with formations or Ctrl-Alt-click. 2. DESTROY 3 OMNI-SENSORS 3. DESTROY THE UEF NAVAL BASE Map expands to the west Destroy the first Omni post using the same sneaky Artillery method, then have your Artillery slowly control more territory. As you gain control, extend air
patrol routes to cover your safe areas so that enemy patrols don't sneak up. Use naval units to take out the western shoreline and destroy the naval base. Your Cruisers and Destroyers can also help take out the defenses on the beach. Destroying the naval base first makes targetting the Omni Sensor on the west mountain much easier. As your artillery and support units die, replace them by air dropping more units in. The Naval Base is at the south end of the river. Toggle the land/air switch on your cruisers to "land" and move in with your naval forces (but not air forces because the anti-air is all shielded), while your artillery breaks down the shields. Target Engineers first, as they will attempt to repair the defenses. Alternatively, you can air drop Engineers by the base and a T2 artillery or Tactical Missile Launcher will destroy it easily, defended by your land units. The southwest Omni Sensor's base is in range of all your units, so have all your forces pound it. The west Omni Sensor is atop a mountain, making it well-defended. Destroyers are slow, but they're your best bet here; drop your artillery squad behind them and protect them with your aircraft. 4. REACH HEX5 WITH YOUR COMMANDER Transport your ACU to the target area and keep your fighters back at your main base, as the skies will become very unfriendly after this objective. After you finish it, quickly transport your ACU back to the shields in your main base. 5. DEFEAT UEF GUNSHIP ASSAULT This is not a problem if you had enough air defenses from the early objectives and enough fighters to repel the gunships. 6. INFECT UEF AIR STAGING FACILITY Map expands to the south This base is well defended, so you'll need to use your artillery squad. Try to clear away units from one side of the base while dropping units to the other sides in a suicide attack, then moving Engineers in through the hole to capture one of the facilities. You don't need to wipe out the whole base first. 7. DEFEAT UEF COMMANDER Move all your forces to the southwest corner - the naval units to the river to the east of the base, with the air units covering the sea but not straying too far into the base's Anti-Air coverage. Once you've killed the outer ring of turrets, target the shields, and move your Destroyers up onto the shore to bait the ACU out of hiding. If he retreats before he dies, return to shelling his base until he has nowhere left to run. Once you have a clear shot, send in your air forces and Destroyers to finish the job. 6.2.6. OPERATION FREEDOM ~~~~~~~~~~~~~~~~~~~~~~~~ 0. BUILD YOUR BASE Your mission is not to waste time with the usual teching up here, but to have enough economy to produce lots of experimental units, all the way up to a Scathis to attack safely from behind your base defenses. You have 12 minutes to build up your base before the Czar arrives, so work quickly. Build mixed land forces (T3 siege bots, artillery, T2 anti-air, and some T2 mobile shield generators) and send them to the south as cover for the wall of defenses you're building. Build lots of T1 and T3 fighters and bombers in your Air Factories to prepare for the Czar invasion. You'll need a big mixed naval fleet (except carriers, because you already have Air Staging Facilities), and lots of T3 Engineers to fund your war machine, especially since you'll want to upgrade the shields to your southern line and put in T3 Heavy Artillery Installations to stop the experimentals that will be coming north at you. You'll also want T3 air defense along the western shore and more T2 Torpedo Launchers in an outer ring beyond the ones you already have, and later on you'll need T2 point defense on both sides of your base to help repel attacks. The key to stopping enemy experimentals from the land is your Heavy Artillery, and the key to killing enemy experimentals from the sea is your Soul Ripper experimental gunship. This is your biggest construction project, as you'll need them to take down the Czar before it obliterates the Black Sun control center. Meanwhile, your ACU and Jericho can be assisting the defensive wall - you'll want several layers of physical walls to prevent ground units from reaching you before their experimentals can crush the walls, as well as the usual defenses. Alternatively, have your ACU lead the Soul Ripper building charge. It's tough to build T3 artillery and a Soul Ripper simultaneously, so pick one: once you have a single artillery up, you can put all your engineers on T3 air and experimentals. 1. DESTROY THE CZAR Have all your air units - Soul Rippers, air superiority fighters, even your gunships - help take down the Czar's hitpoints before it reaches the UEF base. The UEF will help you somewhat, but they can't do it alone, and you need it to die before it reaches the control center (south of your base). After you've built a few Soul Rippers, queue up some Monkeylords and then continue building experimentals forever. Instead of T3 artillery and Monkeylords, you can use a Scathis, which will take out the entire island you're on if you put it inside your defensive line. The artillery has the benefit of being able to hit the Aeon base too. 2. BUILD A QUANTUM GATE Move your Soul Rippers back to your base, roaming west to spot the Colossus that heads east towards you. The UEF will also attack you, and they'll help to kill the Colossus if you need it. The Colossus should be the focus of your attention with gunships, Soul Rippers and T3 bombers, as well as your entire naval fleet (since it can't use its gravity guns while submerged). If it reaches your base, the western defenses should kill it before it does too much damage. The UEF forces can wait until it's destroyed; your walls should hold them long enough for your defenses and ground troops to mount a defense. Build a Quantum Gate here and step into it with your ACU, which should be safely hiding behind shields at this point. You can now start mass-producing SCUs with the Resource Collection upgrade if you run out of space for T3 power and fabricator farms. This shouldn't be an issue, though; instead, just pump out regular SCUs to help your building projects, and add an Engineer to your land build queue to help construct defenses increasingly further south. The UEF will attack with mobile heavy artillery that can take out your defenses; for this, move in a Soul Ripper to patrol south of the walls to spot them while your own artillery takes care of them. Don't let the UEF build Point Defenses of their own! 3. CAPTURE BLACK SUN CONTROL CENTER Map expands to the south and east This is not a timed objective. After you repulse the UEF and Aeon invasion, take some time to rebuild your forces, then move up your remaining experimental units to the control center. Your artillery should have already taken out most of this base; the UEF may still defend it with a Fatboy, which is why you brought the spiderbots along. Walk or transport your ACU to Black Sun and make sure his shields are upgraded and that Support Commanders assist him in case of danger. As soon as your ACU approaches the control center, a T3 land force appears right next to it from the south; your experimentals should be able to hold them off, but if not, prepare ahead of time with Shield Generators and defenses built before your ACU arrives. If you're not playing on Hard difficulty, you can have any old engineer capture the Control Center and Black Sun itself. This makes things way easier, as you can send a few engineers under cover of your forces without worrying about them being wiped out by the UEF counterattack. 4. CAPTURE BLACK SUN Map expands to the south Speed is key here; sweep in with your experimentals and move your Scathis forward behind them. The Scathis should destroy high-priority targets like the two Strategic Missile Launchers (one in the middle of the base, one to the west). Fortunately, their first shot is at the Aeon island; make sure to destroy them before they can fire shot #2 at your ACU. If you didn't build a Scathis, have your T3 artillery target the eastern nuke launcher and have your Soul Rippers take out the western one (it's close to Black Sun). After the launchers die, move your experimentals in to kill the UEF Commander. Her explosion will do most of the work for you, and she is hard-pressed to survive a Soul Ripper assault if your Monkeylords have been properly keeping enemy units busy. After the base is destroyed, have your Engineers capture Black Sun. 5. FIRE BLACK SUN Select Black Sun (yes, it's a unit) and press the Fire button. The tooltip, "End the Infinite War," says it all. Enjoy your victory! ------------------ 6.3. AEON CAMPAIGN ------------------ 6.3.1. OPERATION JOUST ~~~~~~~~~~~~~~~~~~~~~~ 1. BUILD 3 MASS EXTRACTORS Schematics added: T1 Mass Extractor To do this as fast as possible, hold Shift to queue up all 3 Mass Extractors. If they are relatively far apart, queue up a Move command between each one so that your ACU won't have to walk as far; if you just tell him to build, he will walk right up next to the Mass Extractor before building it. 2. BUILD 3 POWER GENERATORS Schematics added: T1 Power Generator Don't worry about where to place the Power Generators, as long as they're not next to the Mass Extractors - you won't be building Air or Land Factories for a while. 3. BUILD A NAVAL FACTORY Schematics added: Naval Factory Build the factory just off the coast from your island. Queue up the remaining Mass Extractors with your ACU. 4. BUILD 3 ATTACK BOATS Build several Engineers and a sizable contingent of Attack Boats (3 will most definitely not be enough for the rest of the mission). The Engineers should build another Naval Factory, then continue building up your economy and assisting your factories. 5. DESTROY 7 UEF AIR PATROLS Put your Attack Boats in a group by selecting them (with double-click, Ctrl+Z, or Ctrl+S) and Ctrl+1 (or another number). In the future, your sea fleet can now be accessed just by pressing 1. Put them on patrol around the rest of the visible area of the map. They should encounter UEF aircraft and kill them without your supervision. 6. BUILD 3 ATTACK SUBMARINES Schematics added: Attack Submarine Build several of these. They're more expensive than your Attack Boats, but they're the best unit you have at winning sea battles. If your subs surface for some reason, select them and press D to make them dive back down; unlike UEF and Cybran subs, Aeon subs don't have deck guns so they should always stay underwater. 7. DESTROY 4 UEF BLOCKADES Schematics added: Torpedo Launcher Wait until you have more than 3 subs before you go after the UEF subs. The more you have, the fewer you will lose when your hunting pack goes after them. Have your Engineers build some Torpedo Launchers to protect your factories while your troops are on the offense. It takes ships much longer to return to defend your base than ground or air units, so build more defenses than you would if you were fighting on land. 8. DESTROY ALL 3 UEF POWER GENERATORS AND FACTORIES Map expands to the east Schematics added: Frigate, Anti-Air Turret, T1 Point Defense Build up a big mixed force of all your sea units, adding them to a group for easy access. Move them all to the east, targeting subs and Torpedo Launchers first, then move around the island so your frigates can lay waste to the buildings on the island itself. Your Attack Boats should make short work of any air units, as well as distracting enemy Torpedo Launchers from your expensive subs. Protect your base with Anti-Air turrets, preferably along the coastline so enemy ships will have to get through your Torpedo Launchers before they can attack your air defense. Once the base has been destroyed, move your ACU over to construct a new base on the ruins. If you're feeling particularly heroic, move your sea fleet away before destroying the last factory and have your ACU capture it instead, granting you access to UEF units. 9. DESTROY NORTHWEST AIR BASE Map expands to the north Schematics added: T1 Air Factory, Air Scout, Interceptor, Attack Bomber The last objectives all appear at once, but the northwest base is much easier to tackle first, and it'll relieve some of the pressure the enemy bombers are putting on you. You'll want primarily your air units (assisted by your extra Engineers) to destroy this base, paying particular attention to anti-air first and then destroying Torpedo Launchers and factories at your leisure. 10. DESTROY EASTERN NAVAL BASE While your airforce takes out the northwest base, your sea fleet can move in and destroy the eastern base. Use the same tactics as last time, making sure to destroy the biggest threats (subs and torpedo launchers) and then letting your Frigates destroy its land units. When UEF air units from the north retaliate, you'll probably have lost a lot of Attack Boats to the fighting, so move in your fighters to protect your fleet. 11. DEFEAT UEF JUNIOR COMMANDER On the next island to the north is a UEF Commander. Build up your forces from the previous battles, making sure to keep your factories pumping units, and again send your ACU to build Mass Extractors and another factory or two on the island you just conquered. Keep your air units away from this base, as its T2 flak turrets will obliterate them; instead, use them to protect yourself while your frigates and subs move in to attack the base. The ACU will come out to play very quickly, as your subs should make short work of any naval defenses, and then attack him with everything you've got. Naval units have much more firepower than land units, so the ACU should go down very quickly. 12. DESTROY ANTI-AIR INSTALLATIONS The only remaining task is to make more Frigates and have them destroy all the Anti-Air emplacements on the island. This is to clear the way for the Czar that approaches from the south, which you'll shortly get to see in action. 13. ASSIST THE CZAR This is very easy: simply tell all your units to assist the Czar. By now you should have enough forces to just sit back and watch it destroy the UEF. 6.3.2. OPERATION MACHINE PURGE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From here, I'll assume you know how the game works and I'll stop reminding you to build Mass Extractors, queue up orders, put factories on repeat, etc. 1. CLEANSE 80% OF NEW CATALON Before moving north to destroy the Cybrans, build up a decent-sized force, with a Naval Factory and multiple Air and Land Factories. Concentrate on Cybrans and destroy civilian facilities at your leisure. 2. REPEL CYBRAN COUNTERATTACK At 15% of New Catalon destroyed, the Cybrans will launch an assault. Make sure you have plenty of air protection and you should be fine. 3. DESTROY CYBRAN BASE Map expands to the north and east Plenty of naval units are in order for this one. Destroy the naval outpost to the east before moving to the Cybran base in the northeast. You'll need to do lots of island hopping, so establish naval and air superiority before moving in Auroras, which are amphibious and can swarm through enemy weak points. If you want to use T2 land forces later, you'll need Air Transports to ferry. Alternatively, upgrade your Commander for combat (Personal Shield, Heat Sinks, and Crysalis Beam) and use your naval units as cover to let him cross the river. Once he's on land, he can destroy the base and then the secret base with only anti-air and torpedo bomber support to make sure he doesn't get shot down by bombers or destroyers. 4. DESTROY CYBRAN SECRET BASE Map expands to the east The Cybran naval units to the east are lacking in air defense, so a combined assault with naval forces and bombers works well. Clear out the anti-air defenses in the south end of the base, then load up transports with land units. Drop them in the south and move north while using your naval units to keep the edges of the sea free. 5. PROTECT 80% OF HUMAN SETTLEMENT Drop your troops (or just send the Auroras over first to make a beachhead) on the southern tip of the northeast island. Move north through the civilian structures and destroy Cybran forces there. 6. SURVIVE THE CYBRAN ASSAULT Map expands to the north Schematics added: T2 Air Factory, T2 defenses As soon as you destroy the Cybran base, the Cybrans counterattack from the north. Use your new T2 engineers to protect the northern edge of your base with T2 air defenses and you should be fine. If they manage to air drop units in your base, use your Auroras and bombers to take them out. 7. DEFEAT CYBRAN COMMANDER The Commander is recalcitrant, and he's in the northwest. Move your naval forces out to attack the island, and when he comes out to fight you, pound him with bombers and Auroras. Most likely he'll try to escape in the water, which is the easiest way to kill him: use your air force to take out torpedo launchers, your land force to drive the Commander underwater, and your sub fleet to kill him very quickly. 8. DESTROY WESTERN CYBRAN BASE This island is too big for the Commander's explosion to destroy it. Use your remaining troops to mop up the base, or if the Commander was killed in the water, turn your attention to the eastern base first. 9. DESTROY OR CAPTURE 2 CYBRAN ARTILLERY POSITIONS (optional) Air drop your troops on the western shore of this island and move east until you get to the river separating the main Cybran base from the northern island. Concentrate your production on T2 aircraft, frigates, and Auroras. Send in a few Engineers to capture the artillery on this northern island; it will then fire on the eastern base to soften it up for you. If you have a fighting Commander, he can capture these on his own, and then construct some defenses for them while holding off enemy frigates himself. 10. DESTROY EASTERN CYBRAN BASE Move in all your forces for a combined assault. Fairly straightforward. Objective 9 helps greatly here. 6.3.3. OPERATION HIGH TIDE ~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. SURVIVE UEF ASSAULT Immediately construct a force of T2 Engineers to build air defense, mostly to the west and north, and T1 point defense scattered throughout the base to stop enemy transport drops. Have more construct T2 torpedo launchers to the west, south and north to defend against naval attacks. The ACU and the rest of your engineers should grab the mass deposits and start building up your economy in preparation to build up your own forces - Auroras and mobile anti-air. The attacks come in this order: Fighters and bombers (have early anti-air) Transports (have land units patrolling) Naval assault (have ships and torpedo bombers ready) Transports again It's fairly easy to hit the unit limit before this objective is completed. Make sure to space out your T2 power generators, as a single transport drop can kill all of them if they're chained together. 2. DESTROY UEF NAVAL BASE Map expands in all directions Schematics added: Gunship, Destroyer Build your new gunships and destroyers to supplement your T1 air and sea forces. Switch land unit production to Auroras and keep your mobile units on patrol through your island to stop enemy transport drops. The naval base is in the southeast. The UEF Commander is here, but he will teleport away when in danger. Use your Auroras to take out the anti-air and torpedo launchers along the fringes, with sea units protecting the Auroras from enemy naval forces. Move all your forces down to take out the Naval Factory and the ships defending it, then grab the island for yourself. Torpedo bombers really help here, as they can get rid of the many enemy subs and T2 torpedo launchers at no cost to themselves. 3. DESTROY UEF AIR BASE The air base is in the southwest corner of the map. If you've already killed the naval base, this is a snap: your destroyers and frigates can take care of most of it from offshore while your fighters patrol overhead. Your Auroras can move in to get whatever the destroyers have trouble with. 4. DESTROY UEF LAND BASE The land base is to the north. Move in your Auroras first to take out Torpedo Launchers before bringing in your naval units to surround the island. Your Destroyers can sail in and support your Auroras while your gunships take out important targets. The Commander reappears here, but teleports out once again when he's in danger. 5. DEFEAT UEF COMMANDER Map expands to the west Schematic added: Cruiser Set your naval and air units on patrol between your bases, and have Engineers build torpedo launchers and anti-air along this line. Transport drops restart here, and you don't want them touching your base. Use your Destroyers' long range guns to attack the far edge of UEF defenses while you build up a huge army of Auroras or mixed air forces. Move them in under sea cover, and when the UEF Commander appears, attack him. He's shielded, so he takes a lot of punishment, but when he's "killed" the mission ends immediately. For this objective, I switched all my engineers and ACU to pumping out T2 air and sea forces, eventually overwhelming Arnold with 50 gunships. 6.3.4. OPERATION ENTITY ~~~~~~~~~~~~~~~~~~~~~~~ 1. PACIFY NEXUS Nexus appears to be lightly defended with only some T1 defenses and a Tactical Missile Launcher, but the mission is more difficult than it appears. There are actually T2 artillery lying in wait for you on the northern tip of the cape, preventing you from building a Naval Factory. Your starting area is low on resources, so build up defenses to the east and west while you build a T1 fabricator farm in the south. There's no time limit, so you can tech up all your extractors and factories and build up enough of a bomber force to kill the Tactical Missile Launcher as soon as your ground forces are ready to move in. Your first attacks are from the air, so make sure to pump out some mobile T1 anti-air at the start of the mission - they'll try both bomber strikes and transport drops. Anti-air should go especially on the east and west, but also put some turrets along the north edge of your base. Once you get to tech 2, build T2 defenses and shields along these walls. First, take over the Cybran buildings to the west of the map (next to the naval base) to grab some more mass deposits, then place anti-air turrets there and bring your land forces back to help take out Nexus to the east. The easiest way to get rid of the artillery emplacements is to build a Tactical Missile Launcher that just reaches their range. If you don't betray your position, you can get off your first missile before the artillery retaliates - tactical missiles and T2 artillery have the same range. The next tac missile can destroy the Cybrans' eastern defenses, while your ground and air units move in to mop up their own Tactical Missile Launcher and the other resistance. 2. DESTROY THE CYBRAN NAVAL BASE Once you have control of the southeastern coast, you can build a Naval Factory and pump out a bunch of ships with your extra Engineers; send them in along with gunships and Auroras to take out the naval base. 3. CAPTURE THE NODE The same force you used to kill the naval base can help take down the northern defenses around the Node, while your gunships can take out the artillery installations. You can even air drop T2 land forces protected by mobile shields at the edge of the shoreline while the artillery is busy. Once you capture the Node, the map expands, so be ready. 4. CAPTURE AND DEFEND ALL 3 NODES Map expands to the east and north The first Node is the one you just captured. The second is in the northwest, the third in the southeast. They must remain safe until the end of the mission. Send ground troops in to capture the southeast node and use your naval and air forces to clear a place for you to air drop more T2 land forces to capture the northwest node. Make sure to bring in T2 engineers to capture the nodes, as you will need shields and T2 defenses around them to keep them safe. You can lose one node and still complete the mission, but it's best not to take chances. 5. CAPTURE THE MAINFRAME The mainframe is all the way to the north, on the center island. The island doesn't have too many Torpedo Launchers, so a T2 naval force supported by Gunships and Attack Boats can take out the defenses on the southern shore (make sure to kill enemy artillery quickly) so your transports can set up a ferry point for T2 land forces to move in. Once you've cleared out all Cybrans, send over your T2 Engineers to capture it and start building defenses. 6. DEFEND THE MAINFRAME (15 minute time limit) You must defend the Nodes and mainframe for 15 minutes of increasing Cybran attacks. Build lots of gunships, as they can respond to any attack, and T2 anti-air to prevent transport drops. Have your torpedo bombers patrol to the eastern lake to prevent Destroyer attacks on the mainframe and east node. The Cybrans will also attack your main base in an attempt to kill your ACU; make sure he's hiding under a shield with lots of T2 anti-air, and make sure your power generators are well protected. 6.3.5. OPERATION SHINING STAR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. STOP ARIEL'S ATTACK Air attacks come before land attacks, so prioritize T3 Engineers and T2 mobile flak guns before other units. Upgrade your Land Factories one at a time so you don't cut off your production. Order your troops to patrol around your base as well as the two civilian colonies to the south. Build up a force of T3 aircraft and gunships, advanced defenses (T3 shields and anti-air with T2 point defense) in your base and the colonies, and T2 transports ready to deploy ground troops wherever they're needed. You'll be attacked by artillery eventually, so you'll need to be well-shielded. When objective 3 is complete, this one is also completed. 2. PROTECT COLONIES This objective is ongoing, and most of it was covered above. You should be good against the enemy bomber and transport drops if you have fighters patrolling and shields up with T3 air defense. At least 50% of the civilian buildings must survive or you will fail the mission. 3. DEPLOY STRATEGIC MISSILE DEFENSE Once your engineers have upgraded your economy with T3 power generators and fabricators, send packs of engineers to each colony and build a Strategic Missile Defense. Once they are built, have them Auto Build missiles and tell your engineers to assist them. Your main base doesn't need strategic defense. You'll know the missiles are coming when land units are dropped first to the east and then to the west. After the missiles are deflected, another ground and air force moves in to attack both colonies at once - pull your air force back to stop it before they do too much damage. 4. DESTROY UEF ARTILLERY POSITIONS Map expands to the south and west Make sure that your bases are heavily shielded. They'll immediately start attacking you. The northern artillery post can be stormed by air and land units although it is heavily guarded with T3 bots and a heavy shield - target the bots first, then get under the shield to destroy it. While you're rebuilding your army from this assault, send engineers over to the base of the raised plateaus containing the other 2 artillery positions - a tactical missile launcher there can attack without retaliation, although it'll take several shots to get through the shield and destroy the artillery. 5. DESTROY UEF DEFENSIVE ARTILLERY POSITIONS Fly over Blake's base to the west to reveal this objective. There are 10 artillery positions to take out. Use T3 bombers (with plenty of other air units to serve as their personal shields) to take out the ones to the north, while you air drop a force of T3 mobile artillery protected by mobile shields and your strongest ground units to the south of the map, while you work your way up the riverbank destroying one at a time. 6. DEFEAT CAPTAIN BLAKE Once you have an army to the southern section of Blake's base, bring in some engineers and construct a shielded outpost as close to his base as you can. Put some T2 artillery and radar under the shields and you can target his base with impunity while your ground units protect against retaliation. The best but most time-consuming way to kill Blake is by clearing out the line of anti-air to the north of his base, then dropping troops on both sides and hitting him from all angles while your gunships finish him off. If this is unfeasible, you can wait until the artillery has softened his base up and move in with a huge land force. 7. DEFEAT THE COLOSSUS Map expands to the south Schematic added: Strategic Missile Launcher Once you kill Blake, build a new base on Blake's old one, with upgraded factories, T3 power generators, and plenty of defenses. This is an ideal place to build a Strategic Missile Launcher for the next objective. Move all your land forces to the gully where the southern UEF Artillery Positions were located. The Colossus will come from the southwest to northeast, across the river, and through the gully. Throw all your forces at him, especially air forces, as the Colossus has no air defense and is slow enough for a T3 bomb to hit him cleanly. 8. DEFEAT ARIEL Ariel is on a plateau in the southwest. You can't siege her with artillery or Tactical Missile Launchers, as her own tactical missiles can reach the opposite shore if you try. Fortunately, she has no Strategic Missile Defense, so just a couple nukes to her base will finish her without a costly assault. 6.3.6. OPERATION BEGINNINGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. CAPTURE BLACK SUN CONTROL CENTER Immediately build air defenses around your island and your T2 torpedo launchers - a mix of T2 and T3 works best so that you can get coverage quickly but upgrade eventually. Most initial attacks are from the southeast, so build up your naval forces there and get shields over your base before moving in to capture the control center. Although transport drops are rare and easily countered, you'll want siege bots and their support units so you can make your own transport drops to take the Control Center. Air attacks will come from the north, so make sure you have T3 air defense there and your T3 generator/fabricator farms are well shielded. When you're sure that nothing can touch your base (make sure to have an Air Staging Facility along your fighters' patrol route to keep them fueled), upgrade your ACU with Advanced Resource Allocation for another resource boost and build Strategic Missile defenses and launchers. Nuke the middle of the island north of the Control Center to take out inner defenses while your sea fleet destroys the defenses along the shoreline. Once you've cleared a route for your transports, move a land force in. If you have trouble taking down the Heavy Shields and siege bots around the Control Center, nuke to the edges of the base so that it doesn't kill the Control Center but takes out the siege bots. Move your own land forces in to secure the area. This next part is pretty hard, so save the game before capturing the Control Center. The enemy attacks from the north and south with increasing ferocity, but it's important to have heavy defenses in place. Put your naval units on patrol to cover the air route of your transports, and use air units to take out enemy counterattacks before they hit you. Make sure you don't hit the unit limit before you get a couple T3 shields up around the Control Center, with T3 air defense inside. Move all your land forces here to protect it and at least 20 T3 Engineers for what comes next. 2. DEFEND BLACK SUN CONTROL CENTER Map expands to the north The Cybran base is revealed, and they have lots of spiderbots and siege bots. Fortunately, you have nukes, and your nuke launcher should aim ahead of enemy troops so that it lands where the army is. You can take out most of the assault force this way. For the rest, immediately after the map expands, have all your Engineers start work on a Colossus, which eats spiderbots for lunch - as long as you can get it finished in time. Alternatively, you can build a line of T2 point defense and artillery with heavy shields, if you don't have time. On Normal difficulty, the invading army from the north has no spiderbots, only T3 land units, so 2 nukes will destroy their entire forces for free. 3. DEFEAT THE CYBRAN COMMANDER Meanwhile, your naval fleet should move to the shoreline of the Cybran base. If the Cybrans are not destroyed quickly, they'll start building Soul Rippers, which are a big problem for you. If you have two nuke launchers at this point, you can overwhelm their single Strategic Missile Defense with nukes; you can also use your airforce to take out their defense and nuke a couple times, or simply pump out increasing numbers of ships and they'll usually take out the Cybran commander on their own. Make sure to fly over after he's destroyed to confirm the base is killed - you don't need any sneak attacks when you're busy with Marxon. The easiest but slowest way is to have an overwhelming naval force, which also helps for the next objective. Battleships are worth every penny of their cost in this mission, as they can destroy most of the Cybran base and Marxon's T2 artillery defenses. 4. DESTROY MARXON Map expands to the south Black Sun is on the southern coast of the island. As soon as the map expands, a huge naval fleet moves from the south towards your base. Move your naval and air units to intercept ASAP. Artillery starts firing on the Control Center, so build more shields while you construct several Colossi and a Czar or two. Once you have your experimental force ready, send them south while your naval fleet takes out Marxon's navy and his Naval Factories. Marxon is also building Colossi, but your superior numbers and Czar should work well against those. If you're lucky enough to see Marxon before your Colossi go down to his vast array of defenses, target him for a quick kill. Otherwise, target his Strategic Missile Defenses, one on the west and one on the east. Once they're gone, you can nuke his base. Colossi aren't absolutely necessary; T3 artillery in your island can shell Marxon very slowly, your battleships can take out most of his defenses, and if you destroy one of his two nuke defense positions, you can overwhelm his nuke defense by firing 2 or 3 nuke launchers simultaneously. ========== 7. ECONOMY ========== -------------------------- 7.1. STARTING BUILD ORDERS -------------------------- At the start of the game, build 2-3 Mass Extractors and Power Generators, then a Land or Air Factory. The Land Factory should build a few T1 engineers as well as the usual assortment of ground units. To keep your early economy optimized, have the Commander finish building the Mass Extractors in your immediate area, then start constructing more factories with a few Power Generators next to each so that you don't run out of energy. At least one Engineer should be patrolling any trees or rocks near your base for an early economic boost, while another builds more Mass Extractors and a third builds a Hydrocarbon Power Plant if you have one near you, or Power Generators if you don't. At this early point, it's often preferable to build land scouts instead of a T1 radar tower. You'll usually want both Land and Air Factories early on, with the Air Factory pumping out fighters and the occasional bomber. Naval Factories are a bigger investment, but establishing an early sea presence can force opponents to waste valuable resources on defenses or subs. It's also possible to kick an opponent out of the air by patrolling your fighters just outside his base so that any fighters he builds are shot down. Don't tech up until you have multiple factories, as you don't want to be cut off from producing units. Don't forget to upgrade your Mass Extractors; it's cheaper and safer than building Fabricator farms. ---------------------- 7.2. ADJACENCY BONUSES ---------------------- 7.2.1. HOW THEY WORK ~~~~~~~~~~~~~~~~~~~~ The Mass and Energy values displayed in your interface are really decimal numbers, but they are displayed with the values floored to the nearest whole number. For instance, an interceptor that costs 0.975 mass per second will be displayed as costing 0 mass per second. When economic production structures are built next to structures that use their resources, they provide an "adjacency bonus": that structure uses less of those resources. For instance, the factory building that interceptor will use less mass per second to make it if it is built next to mass extractors or mass fabricators, and it will use less energy per second if it is built next to power generators. Similarly, mass and energy storage buildings provide adjacency bonuses to economic production structures. For instance, mass storage buildings placed next to a mass extractor will actually increase the extractor's output. The adjacency bonus is percentage-based and goes by the percentage of the building that is surrounded by bonus-granting buildings. For instance, a T1 power generator will grant a certain adjacency bonus to a factory if all sides of the factory are covered with T1 power generators, and 50% of that adjacency bonus if two sides of the factory are covered with T1 power generators. You can tell an adjacency bonus is working when a small red line appears between the two buildings. For this to occur, at least 1/2 of the building's sides must touch each other. (You can't put a T3 power generator touching one square of a mass extractor and expect it to grant a bonus to the mass extractor's energy use.) Adjacency bonuses are still in effect even when the bonus-granting buildings are turned off. (This means you can turn off your fabricators and they will still make adjacent buildings more effective.) Finally, although not an "adjacency bonus", rebuilding a structure on its own wreckage will reduce the cost of the structure by 50%. 7.2.2. THE NUMBERS ~~~~~~~~~~~~~~~~~~ Remember that all mass producers are also power consumers. More complete data for non-maximum bonuses can be found in each unit's section. All sides have identical adjacency bonuses. Tech 1 Power Generator Maximum bonus: 25% less energy spent Works with: Any power consumer Hydrocarbon Power Plant Maximum bonus: 50% less energy spent Gives bonus to: Any power consumer Tech 2 Power Generator Maximum bonus: 50% less energy spent Gives bonus to: Any power consumer Tech 3 Power Generator Maximum bonus: 75% less energy spent Gives bonus to: Any power consumer Tech 1 Mass Storage Maximum bonus: 50% more production Gives bonus to: Any mass producer Tech 1 Energy Storage Maximum bonus: 50% more production Gives bonus to: Any energy producer Tech 1 Mass Fabricator Maximum bonus: 10% less mass spent Gives bonus to: Any mass consumer Tech 1 Mass Extractor Bonus: 2.5% for one extractor Gives bonus to: Any mass consumer Tech 2 Mass Extractor Bonus: 3.75% for one extractor Gives bonus to: Any mass consumer Tech 3 Mass Extractor Bonus: 5% for one extractor Gives bonus to: Any mass consumer Tech 3 Mass Fabricator Bonus: 1.25% for one fabricator Gives bonus to: Any mass consumer --------------- 7.3. BUILD MODE --------------- To enter Build Mode, press B. Your keyboard shortcuts will be transformed. To quit Build Mode, press Esc. Buildings are listed in the order they appear from left to right. Build Mode hotkeys are listed next to each building. 7.3.0. UNIVERSAL HOTKEYS ~~~~~~~~~~~~~~~~~~~~~~~~ U: Upgrade to next level of this structure 1: Switch to tech level 1 2: Switch to tech level 2 3: Switch to tech level 3 4: Switch to experimental units 7.3.1. COMMANDER ~~~~~~~~~~~~~~~~ L: Land Factory A: Air Factory S: Naval Factory E: Mass Extractor F: Mass Fabricator P: Power Generator W: Wall Section D: Point Defense N: Anti-Air Turret T: Torpedo Launcher 7.3.2. TECH 1 ENGINEER ~~~~~~~~~~~~~~~~~~~~~~~ L: Land Factory A: Air Factory S: Naval Factory E: Mass Extractor F: Mass Fabricator X: Mass Storage P: Power Generator H: Hydrocarbon Power Plant Y: Energy Storage W: Wall Section D: Point Defense N: Anti-Air Turret T: Torpedo Launcher I: Radar System O: Sonar System 7.3.3. TECH 2 ENGINEER ~~~~~~~~~~~~~~~~~~~~~~ E: Mass Extractor P: Power Generator D: Point Defense N: Anti-Air Flak Artillery T: Heavy Torpedo Launcher R: Artillery Installation M: Tactical Missile Launcher K: Tactical Missile Defense V: Shield Generator C: Stealth Field Generator I: Radar System O: Sonar System G: Air Staging Facility 7.3.4. TECH 3 ENGINEER ~~~~~~~~~~~~~~~~~~~~~~ Tech 3 Build Menu E: Mass Extractor F: Mass Fabricator P: Power Generator N: Anti-Air SAM Launcher R: Heavy Artillery Installation M: Strategic Missile Launcher K: Strategic Missile Defense O: Sonar Platform I: Omni Sensor Array Q: Quantum Gateway UEF Experimental Build Menu F: Fatboy A: Atlantis M: Mavor Cybran Experimental Build Menu S: Monkeylord (S for Spiderbot) R: Soul Ripper (R for Artillery) C: Scathis Aeon Experimental Build Menu Z: Czar T: Tempest C: Galactic Colossus 7.3.5. LAND FACTORY ~~~~~~~~~~~~~~~~~~~ Tech 1 E: Engineer S: Land Scout A: Light Assault Bot T: Medium Tank (UEF, Aeon only) T: Heavy Assault Bot (Cybran only) R: Mobile Light Artillery N: Mobile Anti-Air Gun Tech 2 E: Engineer T: Heavy Tank M: Mobile Missile Launcher N: Mobile AA Flak Artillery P: Amphibious Tank C: Mobile Stealth Field System (Cybran only) V: Mobile Shield Generator (UEF, Aeon only) Tech 3 E: Engineer B: Siege Assault Bot R: Mobile Heavy Artillery 7.3.6. AIR FACTORY ~~~~~~~~~~~~~~~~~~ Tech 1 E: Engineer S: Air Scout F: Interceptor A: Attack Bomber T: Light Air Transport Tech 2 E: Engineer A: Bomber O: Torpedo Bomber G: Gunship T: Air Transport Tech 3 E: Engineer S: Spy Plane F: Air Superiority Fighter A: Strategic Bomber G: Heavy Gunship (UEF only) 7.3.7. NAVAL FACTORY ~~~~~~~~~~~~~~~~~~~~ Tech 1 E: Engineer A: Attack Boat (Aeon only) S: Attack Submarine F: Frigate Tech 2 E: Engineer C: Cruiser D: Destroyer Tech 3 E: Engineer A: Battleship C: Carrier S: Strategic Missile Submarine 7.3.8. QUANTUM GATEWAY ~~~~~~~~~~~~~~~~~~~~~~ C: Support Command Unit ========== 8. CREDITS ========== This FAQ is copyright (c) 2007, Robert Marney (aka Robyrt). All rights reserved. Use of this file or any portion thereof is permitted for personal use only; do not republish or duplicate without explicit permission of the author. My summary of adjacency bonuses in 5.2 is heavily influenced by Spura's guide. The campaign walkthroughs owe much to Tim Bogenn's strategy guide. Unit blueprint files were decoded and uploaded by nowak@xpam.de. Many thanks to whoever that is - you've made this project possible. Upgrades were typed in manually by Robyrt.