Earth 2150: The Moon Project

Platform

zScore

75%

Earth 2150: The Moon Project

Developer:TopWare Interactive Genre:Strategy Release Date: Download Games Free Now!

About The Game

Fans of the series will be able to dive right into the game and won't be disappointed.
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Earth 2150: The Moon Project

Earth 2150: The Moon Project Review

By Roxanne Distefano |

The Moon Project is a fully 3D real-time strategy game set in the year 2150. It's actually the sequel to Earth 2150, which was released in the summer of 2000. While it wasn't as popular in the United States as it was in Germany (where it was originally released), Earth 2150 was an excellent game that remained true to real-time strategy conventions but still offered many interesting features, such as the ability to construct original units from component parts. The Moon Project stays very close to this formula and has the same three playable factions as the original game, but it also introduces many improvements to the game's 3D engine, as well as additional weapons and units, and improved enemy artificial intelligence.

Once again you play as one of the three factions

The Moon Project was originally intended to be an expansion to Earth 2150, but the developer decided to make it a stand-alone game. Thought the new game is different from its predecessor, The Moon Project does have a lot of superficial similarities to it, and this can make it seem like less than a full-blown sequel. Earth 2150 told the story of three factions: the Eurasian Dynasty, Lunar Corporation, and the United Civilized States. Each of these was trying to acquire enough resources to build an evacuation fleet in time to escape the earth, following a major war that caused the earth to move out of its orbit. Unlike most sequels, The Moon Project actually takes place during the exact same time period as its predecessor. The Lunar Corporation discovers an alien relic buried beneath the moon's surface and begins researching the weapon. The other factions catch wind of this and move in to stop the new threat.

The 3D engine in The Moon Project has been revised to allow for more detail and has been optimized to run more smoothly. The game also focuses on combat and research more than its predecessor does. In Earth 2150's campaign, you had a time limit in which to build an evacuation fleet, but The Moon Project doesn't confine you to these constraints.

While the engine has been improved, the controls and interface remain largely identical to those in Earth 2150. Fans of the previous game will feel right at home, but the game is still pretty easy for new players to pick up and start playing, especially if they're experienced with other real-time strategy games. The Moon Project features easy-to-use camera controls: The right mouse button is used to rotate and elevate the camera, while the mouse wheel is used to zoom in and out. The interface panels are unobtrusive and can be removed, and building lists only appear when a construction unit or facility is selected. The screen can even be split if you want to keep track of different areas at the same time. You can also set the game speed, but speeding up play can make the game's performance suffer on a low-end system. Otherwise, when the action gets intense, the game simply slows down, so as to maintain playability by not compromising the frame rate. This way, you can still coordinate attacks effectively.

Explosions launch shrapnel and fireballs in the air

The Moon Project looks good, and the effects in the game are impressive. Plasma bolts and laser beams are vividly colored, and you can see energy shields shimmer around the units on the receiving end. Nuclear explosions form huge mushroom clouds that shake the screen violently. The game's 3D engine isn't just for show--the unit detail is high enough that you can tell what weapons are equipped on the various units. This is particularly important because the game lets you construct your own units, so it's good to be able to tell what sort of weapons are mounted on a tank chassis just at a glance. When nighttime falls, you can even turn the lights off on your units either to hide them or to help launch sneak attacks on an enemy. Even more minor details help add to the game's atmosphere--shadows revolve around a building as the day ends and nighttime begins. Trees burst into flame and fall over when hit by errant gunfire.

The sound of the game isn't quite as good, but it's not that bad either. The weapon effects are fairly subdued overall, though explosions sound convincing. On the other hand, the sweeping, orchestral music is done really well, especially the Eurasian Dynasty's tracks. The game has 10 new music tracks in addition to the standard Earth 2150 tracks.

Perhaps the greatest thing about the game is its convincing sense of realism. The maps are representative of actual geographic areas on both the earth and the moon. When units or buildings are destroyed, their charred remains are left on the battlefield. The former buildings actually block a unit's line of site, so that units must maneuver around the rubble in order to get a clear shot at their enemies. Your units can accidentally harm your own buildings if you're not careful: When rockets miss their targets, they continue on their flight path until they explode. The terrain may block shells and rockets from reaching their targets as well. Shields are only effective at blocking energy weapons, so any projectile weapon will penetrate and take away from a unit's health directly.

Earthquake generators can damage buildings from below

The Moon Project adds new land, sea, and air units to each faction's already formidable arsenal. Some of these new weapons are available to every side--stationary artillery is one such addition. It has a very long range and can cause massive damage as either an offensive or defensive weapon. Each side can also place earthquake generators on units, which can severely damage buildings. Earthquake generators can be very devious in that they can be used underground to damage buildings above. In addition to these weapons, each side has some new unique units.

Thankfully, The Moon Project has improved the artificial intelligence of your units. While pathfinding and target acquisition were already very good in Earth 2150, the units would continue moving toward a target when attacking, even when they were within weapon range. This led to their getting themselves killed by powerful, short-range weapons like the Lunar Corporation's electro cannon. The worst culprits in Earth 2150 were the aircraft: They would chase enemies into their base and quickly get destroyed in the process. The Moon Project fixes both of these major issues. Units stop at their maximum weapon range when engaging targets. Not only can aircraft hold position and have advanced scripts, but they can also have dynamic attacks. This means that they will swoop in to fire their weapons, continue flying away from the target, then turn around to fire again. It's only really useful when enemies haven't researched heat-seeking rockets.

The game features three single-player campaigns. The United Civilized States campaign starts with your having to rally its disorganized forces on the moon. You must lead your forces to find lost units and to find the main base. The Lunar Corporation must defend its home territory. The Eurasian Dynasty campaign takes place on the earth--you play as an ambitious warrior who tries to gain in rank by gaining career points for each victory you achieve.

New units add to the arsenal of each side

The fact that the game was intended to be an add-on does show. There aren't as many missions available as in Earth 2150. Yet it's not a short game, as each side has at least 10 missions, not including nonessential side missions. The missions can be difficult right from the beginning due to your being outnumbered or your being outclassed in technology. Even the first mission starts you off with some of the more advanced weaponry that wasn't even available in Earth 2150 until halfway through the game. Unfortunately, the enemy artificial intelligence can't cope with advanced strategies or weapons. For example, when playing as the UCS, the computer can't get around the shadow technology that cloaks friendly units from sight. So a group with only one shadow unit can decimate a computer's base without it even firing a shot in retaliation. When you get to this point, you will find more enjoyment playing multiplayer games against human players. Multiplayer games can be found on Earthnet, the free matchmaking service provided with the game.

The Moon Project is one of those games that make you wonder why others in the genre don't have the same features. Then again, a real-time strategy game with good graphics, good artificial intelligence, and good unit balance is quite uncommon. But The Moon Project is such a game: The graphics are distinctive, the computer opponent is good enough to give even experienced players a tough time, and each side plays differently and has its own advantages. Fans of the series will be able to dive right into the game and won't be disappointed. New players may even be compelled to get Earth 2150 after their experience with The Moon Project. Regardless, if you're into real-time strategy games, then you'll find that The Moon Project is a rewarding, interesting game that's well worth your while.

Earth 2150: The Moon Project Cheats

Enter the console window and then enter the following codes CheatEffectshowerCreate a Meteor ShowerjudgementdayShow All of your EnemiestromavilleDamage EverythingsciencefornothingResearch For FreemoonlightDisable all Fog Caused By WarnobelprizeResearch EverythinghotgroundPlace MinesidkfaMax Out Your HealthultasciencePerform a Fast Researchgohome!Destroy Your BuildingsbyebyeInstant LosssmashKill Your UnitsnewoneFree Weapons and UnitshideFog Modemoneyfornothing (00-99)Get Free Moneybeautifulmoon (Then either 1 or 2)Display The Full Maphereyouare!Display all opponents on screenlimit_up (number)Set max unit numbermybrainisfaster (0 or 1)Toggle fast research on/offnewone (unit/weapons)Spawn unit with all desired weaponscheater 0Disable cheat mode
  • Upside down funPress ''Enter'' and type ''i_wanna_cheat'' and the screen will be upside down.
  • Earth 2150: The Moon Project Game Walkthrough

    THE MOON PROJECT FAQ/WALKTHRU version 1.3
    
    by Michael Lo
    
    
    
    				FOREWORD
    
    	There doesn't seem to any real faqs for this game except for
    one abortive effort.  I think it's a shame as Moon Project is a pretty
    interesting and innovative real-time strategy game.  So here's the
    first faq/walkthrough.  I hope you find it helpful and informative.
    
    *Note that is copyright by Michael Lo.  You have my permission to use this
    and feel free to alter in whatever way will make it easier to read and
    understand but don't go and copy it to sell to obnoxious gaming magazines.
    
    
    UPDATE
    -Version 1.1
    included stats of Headquarters for UCS and ED which were forgotten in the
    first version.  Also cleaned up some grammatical errors and other minor
    mistakes
    
    -Version 1.2
    Some further cleanup of grammatical errors and other mistakes to make
    the faq easier to read
    
    -Version 1.3
    Some more grammatical cleanup and altered wording to make for easier reading.
    Also altered some of the descriptions to be more precies.
    
    
    				TABLE OF CONTENTS
    What is this game about?................................................0.1
    
    How do you play it?.....................................................0.2
    
    The Eurasian Dynasty (ED)...............................................1.0
    -ED Research............................................................1.1
    -ED Equipment...........................................................1.2
    -ED Chassis.............................................................1.3
    -ED Buildings...........................................................1.4
    
    The United Civilized States (UCS).......................................2.0
    -UCS Research...........................................................2.1
    -UCS Equipment..........................................................2.2
    -UCS Chassis............................................................2.3
    -UCS Buildings..........................................................2.4
    
    The Lunar Corporation (LC)..............................................3.0
    -LC Research............................................................3.1
    -LC Equipment...........................................................3.2
    -LC Chassis.............................................................3.3
    -LC Buildings...........................................................3.4
    
    Walkthru................................................................4.0
    -ED Walkthru............................................................4.1
    -UCS Walkthru...........................................................4.2
    -LC Walkthru............................................................4.3
    
    Hints and Tips..........................................................5.0
    
    0.1 WHAT IS THIS GAME ABOUT?
    
    
    Moon Project is the expansion set to Earth 2050 and takes place before
    the factions are able to build a Noah's ark ship for Mars.
    
    	Well some time in the mid-21st century, a global nuclear war broke out
    and 3 major powers arose.  The former remnants of the Eastern Europe would
    take over Asia and Western Europe forming the Eurasian Dynasty or ED.
    Tensions grew as the Eurasian Dynasty went on a war of conquest.  The United
    States couldn't handle the armies of the Eurasian Dynasty initially but
    when they developed combat robot technology and an AI system to use them,
    they succeeded in battling the ED for control.  As the AI system became more
    advanced and was given increasing control of the government, the US would
    become the UCS and start a scenario reminiscent of the Terminator movies.
    The ED could barely hold the onslaught by the USC and so unleashed a barrage
    of nukes on the Arctic to halt the advance.
    
    	Unfortunately this had the effect of destabilizing the orbit of the
    Earth and so humanity is doomed unless they can get off the planet.
    Ironically the UCS survived the nuclear attack quite well due to its SDI
    facilities.  And so now the two factions duke it out for survival once
    more.  Also the Lunar Corporation, a long forgotten  experimental colony
    of scientists and engineers have also joined the fray to save what they can
    of humanity.  Complicating this race for survival is the discovery of alien
    technology that could alter the balance of power.  So far the 3 factions
    are at an impasse but the Lunar Corporation have developed a weapon that might
    be able to the war
    
    0.2 HOW DO YOU PLAY THIS GAME?
    
    	Before anything, it's best to read the manual first as it provides
    important information about the Moon Project.  After that you should try the
    tutorial section of each faction so that you know how each faction works.
    Finally before you really get into the game you might want to run a skirmish
    game or two at either Tech War or Uncle Sam.  Tech War gives you unlimited
    money and all pertinent researches barring a couple of economy oriented items
    while Uncle Sam gives you a regular payment of money over time so you don't
    have to worry about harvesting resources and their eventual depletion.
    These two skirmish games gives you the opportunity to see test out the
    technology of each side especially in the higher end of the tech spectrum.
    
    	The Moon Project is different than most other games in that the money
    earned and the units made in previous scenarios can be ported over to the
    current mission.  This means that great success in a previous missions can
    put you at an advantage.  Also some missions have sub-missions that can net
    you bonuses, they're often unnecessary but can provide something of an
    economic boost.
    
    	In terms of combat, energy weapons bypass armor and directly harms
    the unit or building itself.  In addition energy weapons have an ammo supply
    that is self-charging, every time you fire a shot your weapon automatically
    starts recharging.  Size of ammo supplies only determines how many shots
    before you have used up all the charges in a weapon and MUST allow a recharge
    of at least 1 shot.  In essence energy weapons have unlimited ammo.  Energy
    weapons also tend to be the more damaging weapons in the game.  The drawbacks?
    Energy weapons are blocked by shields and also tend to have less range than
    projectile weapons.
    
    	Projectile weapons have their damage dissipated by armor but goes through
    shields unhindered.  Projectile weapons also tend to be the longest ranged in
    the game.  Besides having the damage reduced by armor, projectile weapons also
    have a limited supply of ammo.  Once they run out, a supply ship must go to a
    supply depot to stock up on ammo and then deliver it.  Note that the damage
    rating given for a weapon (energy or projectile) is the most common amount of
    damage inflicted per attack, the damage can be several times greater or lower
    than this average depending on your luck.
    
    	Besides combat on the surface, underground tunnels can be built and fought
    in.  There are also naval units in the game though that aspect isn't touched on
    much in the single-player mode.
    
    	Experience and technology can turn the tide of battle.  Gain experience
    by successfully destroying enemy units and buildings.  Utilize technological
    gains by producing new buildings, units and weapons or upgrading existing ones.
    Also there are helpful artifacts lying around that can help you including more
    credits, shield projectors and repair
    
    	In the end, the manual can tell you more (though take what they say
    with a grain of salt) and there's nothing like getting some fights under your belt
    before tackling the real campaigns.
    
    1.0				THE EURASIAN DYNASTY
    
    	These guys are the villains of the story.  It was their habit of invading
    other countries and the use of a massive nuclear strike that started this mess
    in the first place.  Ignore what the manual says about these guys being the most
    primitive faction in the game.  The ED are the best in the technological areas
    that they focus on and even where they lag behind, they're not push-overs.
    
    Pros
    -The ED excel in long-ranged bombardment with their artillery, ballistic rockets
    and nukes.
    
    -Like all the other factions, they have some impressive energy weapons-though
    none of their energy weapons causes any actual damage.  With these weapons they
    can easily capture or detonate enemy units
    
    -They are very effective in arming their buildings with a wide variety of weapons.
    
    -While their light units are little more than target practice, their heavy units
    are just as tough as anyone else's and excel in hitting power due to the ED
    weapon selection.
    
    -They possess a number of amphibious attack units for sneak attacks from the
    water.
    
    -They have some cheap fake vehicles that are harmless but can provide decoys for
    the real thing.
    
    -They also have a unit with stealth capability
    
    Cons
    -Their air force is the worst of all three factions as they lack the particular
    strengths that the other factions have in the air.
    
    -When it comes to mining, the ED takes more time to get the cashflow going as they
    have to build a mine and a refinery in order to get credits.  
    
    -They need a power plant fairly close by for all their buildings and there's nothing
    they can do to improve the situation.
    
    -Their early units are very weak and are easy pickings for the other factions as well.
    Still once they get going, they come on hard
    
    1.1	********EURASIAN DYNASTY RESEARCH********
    
    	The ED Research Tree (sorry if this is hard to read)
    
    	Upg. Pamir---------Upg. Pamir
    		         |
    		Kruszchev--------Upg. Kruszchev--------Upg. Kruszchev
    			        |
    			     Ural---------Upg. Ural
    
    	Siberia--------- Upg. Siberia---------Upg. Siberia
    		   |
    	       Upg. Taiga
    		   |
    	       Minelayer---------Upg. Minelayer
    
    	Caspian---------Upg. Caspian---------Upg. Caspian---------Stealth Unit
    		    			|
    				    Volga---------Upg. Volga
    
    	Upg. Irkutsk--------- Upg. Irkutsk
    		            |
    		      Leviathan---------Upg. Leviathan
    				|
    			     Kiev---------Upg. Kiev
    
    	Cossack---------Upg. Cossack
    		      |
    		Grozny---------Upg. Grozny
    			    |
    			Thor---------Upg. Thor
    				|
    		           Han---------Upg. Han
    				|
    			     Bomb Bay---------Upg. Bomb Bay
    					|
    				     Upg. Bomb---------Upg.Bomb---------Nuclear Bomb
    
    	Unit Transporter
    
    	Upg: Chaingun---------AA Gun
    			    |
    			Upg: Helicopter Chaingun
    
    	Upg: Cannon---------Heavy Cannon---------Upg: Heavy Cannon
    					         |
    				Upg: 120mm Bullets-------Upg: 120mm Bullets--
    									    |
    	                     	      --------------------------------------
    				      |
    				Upg: 120mm Bullets
    
    	Rocket Launcher-----Upg: Rocket Launcher------Upg: Rocket Launcher--
    			  |			  |			    |
    			Antimissile   Helicopter Rocket Launcher       Heavy Rocket
     						     |			Launcher
    	            				     |			      |
    					Upg. Helicopter Rocket Launcher	      |
    									      |
    	Helicopter Heavy Rocket Launcher--------------------------------------
    					|		                      |
    	Upg. Helicopter Heavy Rocket Launcher			              |
    								              |
    				Ballistic Rocket Launcher---------------------|
    					     |			              |
    				Upg. Ballistic Rocket	    	Upg. Heavy Rocket Launcher
    					     |					  |
    				Upg. Ballistic Rocket		Upg. Heavy Rocket Launcher
    					     |					  |
    				Nuclear Ballistic Rocket		    Artillery
    
    Laser Cannon---------Upg: Laser Cannon---------Upg: Laser Cannon
    		  |
                Heavy Laser Cannon--------Upg. Heavy Laser Cannon---------Upg. Heavy Laser Cannon
    
    Ion Cannon---------Upg. Ion Cannon
    	           |
    	Heavy Ion Cannon---------Upg. Heavy Ion Cannon
    
    Earthquake Generator---------Upg. Earthquake Generator
    
    Upg: 20mm Bullets--------- Upg: 20mm Bullets--------- Upg: 20mm Bullets
    
    Upg: 105mm Bullets--------- Upg: 105mm Bullets--------- Upg: 105mm Bullets
    
    Upg1. Rockets (25% guided)---------Upg2. Rockets (50% guided)----
    			   |				         |
    		 	   |			 Upg3. Rockets (100% guided)
    			   |
    			   |
    Upg. Heavy Rocket (guided 25%)---------Upg. Heavy Rocket (guided 50%)---
    		  					               |
    						      	Upg. Heavy Rocket (guided 100%)
    
    Medium Defense Building---------Heavy Defense Building
    			     |
    			Heavy Tower
    
    Repairer---------Upg: Repairer----------Building Grabber
    	      |
    	Screamer---------Upg: Screamer---------Upg: Screamer II
    
    Power Shield Generator 600 PSU---------Power Shield Generator 1200 PSU-----
    							 		   |
            							Power Shield Generator 1800 PSU
    
    			Research Time and Cost
    
    	*Note that time needed is if only one Research Center is available, reduce
    	the time needed by 10% by each additional Research Center with a maximum
    	bonus of 20% at 3 Research Center total.
    
    	Upg. Pamir				Upg. Pamir
    	Cost: 2000 credits		Cost: 2000 credits
    	Time needed: 2 minutes		Time needed: 2 minutes
    
    	Kruszchev			Upg. Kruszchev		Upg. Kruschev
    	Cost: 3000 credits	Cost: 3000 credits	Cost: 3000 credits
    	Time needed: 4 minutes	Time needed: 4 minutes	Time needed: 4 minutes
    
    	Ural					Upg. Ural
    	Cost: 3000 credits		Cost: 3000 credits
    	Time needed: 4 minutes		Time needed: 4 minutes
    
    	Siberia			Upg. Siberia		Upg. Siberia
    	Cost: 2000 credits	Cost: 2000 credits	Cost: 2000 credits
    	Time needed: 2 minutes	Time needed: 2 minutes	Time needed: 2 minutes
    
    	Upg. Taiga
    	Cost: 2000 credits
    	Time needed: 2 minutes
    
    	Minelayer				Upg. Minelayer
    	Cost: 3000 credits		Cost: 3000 credits
    	Time needed: 4 minutes		Time needed: 4 minutes
    
    	Caspian			Upg. Caspian		Upg. Caspian
    	Cost: 2000 credits	Cost: 2000 credits	Cost: 2000 credits
    	Time needed: 2 minutes	Time needed: 2 minutes	Time needed: 2 minutes
    
    	Stealth Unit
    	Cost: 2000 credits
    	Time needed: 4 minutes
    
    	Volga						Upg. Volga
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Upg Irkutsk					Upg. Irkutsk
    	Cost: 2000 credits			Cost: 2000 credits
    	Time needed: 2 minutes			Time needed: 2 minutes
    
    	Leviathan					Upg. Leviathan
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Kiev 						Upg. Kiev
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Cossack					Upg. Cossack
    	Cost: 2000 credits			Cost: 2000 credits
    	Time needed: 2 minutes			Time needed: 2 minutes
    
    	Grozny					Upg. Grozny
    	Cost: 2000 credits			Cost: 2000 credits
    	Time needed: 2 minutes			Time needed: 2 minutes
    
    	Thor						Upg. Thor
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Han						Upg. Han
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Bomb Bay					Upg. Bomb Bay
    	Cost: 5000 credits			Cost: 5000 credits
    	Time needed: 5 minutes			Time needed: 5 minutes
    
    	Upg. Bomb			Upg. Bomb			Nuclear Bomb
    	Cost: 3000 credits	Cost: 3000 credits	Cost: 5000 credits
    	Time needed: 3 minutes	Time needed: 3 minutes	Time needed: 5 minutes
    
    	Unit Transporter
    	Cost: 2000 credits
    	Time needed: 2 minutes
    
    	Upg: Chaingun				AA Gun
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Upg: Helicopter Chaingun
    	Cost: 3000 credits
    	Time needed: 4 minutes
    
    	Upg: Cannon			Heavy Cannon		Upg: Heavy Cannon
    	Cost:  3000 credits	Cost: 5000 credits	Cost: 5000 credits
    	Time needed: 4minutes	Time needed: 4 minutes	Time needed: 4 minutes
    
    	Upg: 120mm Bullets	Upg: 120mm Bullets	Upg: 120mm Bullets
    	Cost: 3000 credits	Cost: 3000 credits	Cost: 3000 credits
    	Time needed: 3 minutes	Time needed: 3 minutes	Time needed: 3 minutes
    
    	Upg: 105mm Bullets	Upg: 105mm Bullets	Upg: 105mm Bullets
    	Cost: 2000 credits	Cost: 2000 credits	Cost: 2000 credits
    	Time needed: 2 minutes	Time needed: 2 minutes	Time needed: 2 minutes
    
    	Rocket Launcher		Upg. Rocket Launcher	Upg. Rocket Launcher II
    	Cost: 3000 credits	Cost: 3000 credits	Cost: 3000 credits
    	Time needed: 4 minutes	Time needed: 4 minutes	Time needed: 4 minutes
    
    	Heavy Rocket Launcher	    		Upg. Heavy Rocket Launcher
    	Cost: 5000 credits	         	Cost: 5000 credits
    	Time needed: 5 minutes	         	Time needed: 5 minutes
    
    	Upg. Heavy Rocket Launcher II		Artillery
    	Cost: 5000 credits			Cost: 5000 credits
    	Time needed: 5 minutes			Time needed: 5 minutes
    
    	Antimissile
    	Cost: 3000 credits
    	Time needed: 4 minutes
    
    	Helicopter Rocket Launcher		Upg. Helicopter Rocket Launcher
    	Cost: 3000 credits			Cost: 3000 Credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Ballistic Rocket Launcher
    	Cost: 5000 credits
    	Time needed: 5 minutes
    
    	Upg. Ballistic Rocket	Upg. Ballistic Rocket	Nuclear Ballistic Rocket
    	Cost: 3000 credits	Cost: 3000 credits	Cost: 5000 credits
    	Time needed: 3 minutes	Time needed: 3 minutes	Time needed: 5 minutes
    
    	Helicopter Heavy Rocket Launcher	Upg. Helicopter Heavy Rocket Launcher
    	Cost: 5000 credits			Cost: 5000 Credits
    	Time needed: 5 minutes			Time needed: 5 minutes
    
    	Laser Cannon		Upg. Laser Cannon		Upg. Laser Cannon
    	Cost: 3000 credits	Cost: 3000 credits	Cost: 3000 credits
    	Time needed: 4 minutes	Time needed: 4 minutes	Time needed: 4 minutes
    
    	Heavy Laser Cannon	Upg. Heavy Laser Cannon	Upg. Heavy Laser Cannon
    	Cost: 5000 credits      Cost: 5000 credits      Cost: 5000 credits
          Time needed: 5 minutes	Time needed: 5 minutes	Time needed: 5 minutes
    
    	Ion Cannon					Upg. Ion Cannon
    	Cost: 3000 credits			Cost: 3000 Credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Heavy Ion Cannon				Upg. Heavy Ion Cannon
    	Cost: 5000 credits			Cost: 5000 credits
    	Time needed: 5 minutes			Time needed: 5 minutes
    
    	Earthquake Gen.				Earthquake Gen. upg.1
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 4 minutes			Time needed: 4 minutes
    
    	Upg. 20mm Bullets		Upg. 20mm Bullets		Upg. 20mm Bullets
    	Cost: 2000 credits	Cost: 2000 credits	Cost: 2000 credits
    	Time needed: 2 minutes	Time needed: 2 minutes	Time needed: 2 minutes
    
    	Upg1: Rocket (guided 25%)		Upg2: Rocket (guided 50%)
    	Cost: 2000 credits			Cost: 2000 credits
    	Time needed: 1 minute			Time needed: 2 minutes
    
    	Upg3: Rocket (guided 100%)
    	Cost: 2000 credits
    	Time needed: 2 minutes
    
    	Upg. Heavy Rocket (guided 25%)	Upg. Heavy Rocket (guided 50%)
    	Cost: 3000 credits			Cost: 3000 credits
    	Time needed: 3 minutes			Time needed: 3 minutes
    
    	Upg. Heavy Rocket (guided 100%)
    	Cost: 3000 credits
    	Time needed: 3 minutes
    
    	Medium Defense Building	Heavy Defense Building	Heavy Tower
    	Cost: 2000 credits	Cost: 2000 credits	Cost: 2000 credits
    	Time needed: 2 minutes	Time needed: 2 minutes	Time needed: 2 minutes
    
    	Repairer			Upg. Repairer		Building Grabber
    	Cost: 3000 credits	Cost: 3000 credits	Cost: 5000 credits
    	Time needed: 3 minutes	Time needed: 3 minutes	Time needed: 5 minutes
    
    	Screamer			Upg. Screamer		Upg. Screamer
    	Cost: 5000 credits	Cost: 5000 credits	Cost: 5000 credits
    	Time needed: 5 minutes	Time needed: 5 minutes	Time needed: 5 minutes
    
    	Power Shield Generator 600 PSU	Power Shield Generator 1200 PSU
    	Cost: 2000 credits			Cost: 2000 credits
    	Time needed: 2 minutes			Time needed: 2 minutes
    
    	Power Shield Generator 1800 PSU
    	Cost: 2000 credits
    	Time needed: 2 minutes
    
    1.2	********EURASIAN DYNASTY EQUIPMENT********
    	*Numbers in brackets refer to the building version
    
    Banner
    Cost: 200 credits
    Time needed: 0
    Hard Points: Light
    
    Universal to all factions, the banner gives your units something
    to rally around and so gives the units and buildings in range
    2 experience ranks.
    
    20mm Chaingun
    Cost: 200 credits
    Time needed: 5 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 15
    	  17 +2
    	  19 +2
    	  21 +2
    Range: 6 (8)
           7 (9) +1
    To Air: Yes
    Ammo: 100 (200)
    
    Chainguns are practically useless against anything with armor greater
    than 25%.  It's a weapon that can be effective in the early stages
    but later on even with full weapon and ammo upgrades it becomes
    something of a novelty with its low damage and short range.
    
    The main benefit of a Chaingun is its high ammo supply, instant delivery
    and ability to shoot targets in the air-it has a high rate of fire but so
    do many other weapon types.
    
    Level 1 upgraded 20mm bullets adds +2 to the damage.  Level 2 upgraded
    20mm bullets add +2 to the damage and +1 range.  Level 3 upgraded 20mm bullets
    add +2 damage.  Having all 3 levels of upgrade gives +6 damage and +1 Range
    
    20mm Double Chaingun
    Cost: 200 credits
    Time needed: 5 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 23
    	  26 +3
    	  29 +3
    	  32 +3
    Range: 6 (8)
           7 (9) +1
    To Air: Yes
    Ammo: 200 (400)
    
    The 20mm Chaingun upgrades to the 20mm Double Chainguns.  The Double Chaingun
    has slightly  more damage than unmodified Rocket Launchers and has superior
    damage improvement over the ordinary Chaingun when using upgraded bullets.
    While they go through bullets faster due to the dual barrels, the enlarged
    magazine more than covers the increased ammunition needs.  Unfortunately
    this weapon lacks the firepower and range to be effective as the enemy develops
    more armored vehicles.
    
    Level 1 upgraded 20mm bullets adds +3 to the damage.  Level 2 upgraded 20mm
    bullets add +3 to the damage and +1 range.  Level 3 upgraded 20mm bullets add
    +3 damage.  Having all 3 levels of upgrade gives +9 damage and +1 Range
    
    AA Gun
    Cost: 200 credits
    Time needed: 5 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 200
    	  240  +40
    	  320  +80
    	  400  +80
    Range: 6 (8)
           7 (9) +1
    To Air: Yes
    Ammo: 100 (200)
    
    The AA Gun is the most powerful anti-aircraft weapon available to the ED.
    It can easily shoot down any aircraft especially when it's ammo has been
    upgraded.  The quickness of its delivery means that enemy aircraft can't
    really jink to get out of the way.  It does have some problems with range
    though.  But in all this is probably my favorite anti-aircraft weapon with
    the AA plasma gun a very close runner-up.
    
    Level 1 upgraded 20mm bullets adds +40 to the damage.  Level 2 upgraded 20mm
    bullets add +80 to the damage and +1 range.  Level 3 upgraded 20mm bullets add
    +80 damage.  Having all 3 levels of upgrade gives +200 damage and +1 Range
    
    20mm Helicopter Chaingun
    Cost: 200 credits
    Time needed: 15 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 15
    	17 +2
    	19 +2
            21 +2
    Range: 7
           8 +1
    To Air: Yes
    Ammo: 100
    
    The only difference between this and the regular version is that the
    range for the Helicopter Chaingun is better and it takes longer to make.
    Still it can give an aircraft a viable means of attacking ground targets
    and with a large ammo supply it can sustain this for a long time.
    
    Level 1 upgraded 20mm bullets adds +2 to the damage.  Level 2 upgraded 20mm
    bullets add +2 to the damage and +1 range.  Level 3 upgraded 20mm bullets add
    +2 damage.  Having all 3 levels of upgrade gives +6 damage and +1 Range
    
    20mm Helicopter Double Chaingun
    Cost: 200 credits
    Time needed: 15 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 23
    	26 +3
    	29 +3
    	32 +3
    Range: 7
           8 +1
    To Air: Yes
    Ammo: 200
    
    The only difference between this and the 20mm Double Chaingun is the range and
    time needed to make this.  Can be an effective weapon at distracting groundbased foes.
    
    Level 1 upgraded 20mm bullets adds +3 to the damage.  Level 2 upgraded 20mm
    bullets add +3 to the damage and +1 range.  Level 3 upgraded 20mm bullets add
    +3 damage.  Having all 3 levels of upgrade gives +9 damage and +1 Range
    
    105mm Cannon
    Cost: 300 credits
    Time needed: 30 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 30
    	  33 +3
    	  36 +3
    	  39 +3
    Range: 6 (8)
           7 (9) +1
           8 (10) +1
    Ammo: 60 (100)
    
    This is probably the first significant offensive weapon in the game.  The level of
    damage it inflicts is unimpressive against heavy armor but for units with little or
    no armor, the 105mm cannon can be fairly devastating.  The biggest advantage is
    that this weapon delivers its attacks almost instanteously.  The biggest drawback
    is that rate of fire is slow
    
    Level 1 upgraded 105mm bullets adds +3 to the damage and +1 range.  Level 2 upgraded
    105mm bullets add +3 to the damage.  Level 3 upgraded 105mm bullets add +4 damage
    and +1 range.  Having all 3 levels of upgrade gives +10 damage and +2 Range
    
    105mm Double Cannon
    Cost: 300 credits
    Time needed: 30 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 46
            50 +4
    	55 +5
    	61 +6
    Range: 6 (8)
           7 (9) +1
           8 (10) +1
    Ammo: 120 (200)
    
    With the damage going up by more than 50%, this cannon will land some potent
    hits especially against foes with little or no armor.  This is still not very
    effective against main battle tanks and their like.  Also because this cannon
    shoots using 2 barrels, the increased ammo supply is really just 
    illusionary
    
    Level 1 upgraded 105mm bullets adds +4 to the damage and +1 range.  Level 2 upgraded
    105mm bullets add +5 to the damage.  Level 3 upgraded 105mm bullets add +6 damage
    and +1 range.  Having all 3 levels of upgrade gives +15 damage and +2 Range
    
    120mm Cannon
    Cost: 700 (600) credits
    Time needed: 1 minute
    Hard Points: Heavy
    Type: Projectile
    Damage: 50
    	63 +13
    	69 +6
    	71 +2
    Range: 8 (10)
           9 (11) +1
           10 (12) +1
           11 (13) +1
    Ammo: 100
    
    The large bore on this cannon gives it a lot of firepower and it can be a reliable
    weapon for mounting on tanks.  Still when fighting armored foes expect the fight
    to last quite a while.  Note that if more firepower is needed, a light weapon can
    be placed as a submount for this cannon.  The building version cannot use submount
    weapons
    
    Level 1 upgraded 120mm bullets adds +13 to the damage and +1 range.  Level 2 upgraded
    120mm bullets add +6 to the damage and +1 range.  Level 3 upgraded 120mm bullets add
    +2 damage and +1 range.  Having all 3 levels of upgrade gives +21 damage and +3 Range
    
    120mm Double Cannon
    Cost: 700 (600) credits
    Time needed: 1 minute
    Hard Points: Heavy
    Type: Projectile
    Damage: 76
    	96 +20
    	106 +10
    	109 +3
    Range: 8 (10)
           9 (11) +1
           10 (12) +1
           11 (13) +1
    Ammo: 100 (200)
    
    This can be a potent projectile weapon especially when given fully upgraded
    ammunition.  It can even be of use against units with heavy armor, just remember
    that the firing rate is slow.
    
    Level 1 upgraded 120mm bullets adds +20 to the damage and +1 range.  Level 2 upgraded
    120mm bullets add +10 to the damage and +1 range.  Level 3 upgraded 120mm bullets
    add +3 damage and +1 range.  Having all 3 levels of upgrade gives +33 damage and +3 Range
    
    Rocket Launcher
    Cost: 300 credits
    Time needed: 25 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 20
    	22 +2
    	24 +2
    	26 +2
    Range: 8 (10)
           9 (11) +1
    Ammo: 50 (100)
    
    The ED Rocket Launcher isn't much better than its 20mm chaingun outside
    of its range.  It'll do in the short term but you'll want to upgrade this quickly,
    also beware of the limited ammunition supply on this weapon.  Upgrading ammunition
    not only improves damage but makes the rockets guided.  
    
    Upgraded Level 1 Rocket gives +2 damage as well as a guidance system of 25%.
    Upgraded Level 2 Rocket gives an additional +2 damage, increases the guidance
    system  to 50% and increasing range by +1.  Upgraded Level 3 Rocket gives an
    additional +2 damage-so having all the Rocket upgrades for a Rocket Launcher
    will give you +6 damage, +1 range and 100% guidance
    
    Rocket Launcher upg.1
    Cost: 300 credits
    Time needed: 25 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 30
    	33 +3
    	36 +3
    	40 +4
    Range: 8 (10)
           9 (11) +1
    Ammo: 75 (150)
    
    A fair improvement in damage and ammunition supply but it is still not very
    powerful and is fairly weak against armored units and buildings.
    
    Upgraded Level 1 Rocket gives +3 damage as well as a guidance system of 25%.
    Upgraded Level 2 Rocket gives an additional +3 damage, increases the guidance
    system  to 50% and increasing range by +1.  Upgraded Level 3 Rocket gives
    an additional +4 damage-so having all the Rocket upgrades for a Rocket Launcher
    will give you +10 damage, +1 range and 100% guidance
    
    Rocket Launcher upg.2
    Cost: 300 credits
    Time needed: 25 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 40
    	44 +4
    	48 +4
    	52 +4
    Range: 8 (10)
           9 (11) +1
    Ammo: 100 (200)
    
    This level of rocket launcher finally makes the ED rocket launcher a respectable
    weapon with improved damage and ammo supplies.  Still it's not too effective
    against heavy armor
    
    Upgraded Level 1 Rocket gives +4 damage as well as a guidance system of 25%.
    Upgraded Level 2 Rocket gives an additional +4 damage, increases the guidance
    system  to 50% and increasing range by +1.  Upgraded Level 3 Rocket gives an
    additional +4 damage-so having all the Rocket upgrades for a Rocket Launcher
    will give you +12 damage, +1 range and 100% guidance
    
    Helicopter Rocket Launcher
    Cost: 300 credits
    Time needed: 25 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 20
    	22 +2
    	24 +2
    	26 +2
    Range: 8
           9 +1
    Ammo: 20
    
    The only difference between this and ground version is that the ground version
    has a lot more ammo.  Still this weapon gives a helicopter some degree of firepower
    against air and ground units.  Keep in mind that the launcher fires 2 rockets per
    attack, so the ammo supply will only last a few short battles
    
    Upgraded Level 1 Rocket gives +2 damage as well as a guidance system of 25%.
    Upgraded Level 2 Rocket gives an additional +2 damage, increases the guidance
    system  to 50% and increasing range by +1.  Upgraded Level 3 Rocket gives an
    additional +2 damage-so having all the Rocket upgrades for a Rocket Launcher
    will give you +6 damage, +1 range and 100% guidance
    
    Helicopter Rocket Launcher upg.1
    Cost: 300 credits
    Time needed: 25 seconds
    Hard Points: Light
    Type: Projectile
    Damage: 40
    	44 +4
    	48 +4
    	52 +4
    Range: 8
           9 +1
    Ammo: 40
    
    As potent as the Rocket Launcher upg. 2, this weapon can provide useful fire support
    against any target.  Keep in mind that this weapon now fires a whopping 4 missiles
    per attack, the increased ammo supply barely covers this.
    
    Upgraded Level 1 Rocket gives +4 damage as well as a guidance system of 25%.
    Upgraded Level 2 Rocket gives an additional +4 damage, increases the guidance
    system  to 50% and increasing range by +1.  Upgraded Level 3 Rocket gives an
    additional +4 damage-so having all the Rocket upgrades for a Rocket Launcher
    will give you +12 damage, +1 range and 100% guidance
    
    Heavy Rocket Launcher
    Cost: 600 credits
    Time needed: 50 seconds
    Hard Points: Heavy
    Type: Projectile
    Damage: 40
            44 +4
    	48 +4
    	52 +4
    Range: 10 (12)
           11 (13) +1
           12 (14) +1
    Ammo: 30 (100)
    
    The ED Heavy Rocket Launcher provides good firepower against air and ground
    targets, it's especially effective when armed with upgraded rockets.  While the
    building version has a large cache of rockets to draw on, the unit version has
    only a small supply.
    
    Upgraded Level 1 Heavy Rockets gives +4 damage, +1 Range and a guidance system
    of 25%.  Upgraded Level 2 Heavy Rocket gives +4 damage and a guidance system of
    50%.  Upgraded Level 3 Heavy Rocket gives +4 damage, +1 Range and a guidance
    system of 100%.  Having all 3 levels gives +12 damage, +2 Range and guidance 100%
    
    Heavy Rocket Launcher upg.1
    Cost: 600 credits
    Time needed: 50 seconds
    Hard Points: Heavy
    Type: Projectile
    Damage: 61
    	67 +6
    	74 +7
    	80 +6
    Range: 10 (12)
           11 (13) +1
           12 (14) +1
    Ammo: 45 (150)
    
    A fairly sizeable improvement to the damage and the ammo supply increases, this is
    a great weapon for any occasion but it is especially effective in defensive work
    
    Upgraded Level 1 Heavy Rockets gives +6 damage, +1 Range and a guidance system  of 25%.
    Upgraded Level 2 Heavy Rocket gives +7 damage and a guidance system of 50%.  Upgraded
    Level 3 Heavy Rocket gives +6 damage, +1 Range and a guidance system of 100%.  Having
    all 3 levels gives +19 damage, +2 Range and guidance 100%
    
    Heavy Rocket Launcher upg.2
    Cost: 600 credits
    Time needed: 50 seconds
    Hard Points: Heavy
    Type: Projectile
    Damage: 80
    	88 +8
    	96 +8
    	104 +8
    Range: 10 (12)
           11 (13) +1
           12 (14) +1
    Ammo: 60 (200)
    
    At this point the Heavy Rocket Launcher can provide heavy damage to any target
    and has enough ammunition to last a few sorties.
    
    Upgraded Level 1 Heavy Rockets gives +8 damage, +1 Range and a guidance system  of 25%.
    Upgraded Level 2 Heavy Rocket gives +8 damage and a guidance system of 50%.  Upgraded
    Level 3 Heavy Rocket gives +8 damage, +1 Range and a guidance system of 100%.  Having
    all 3 levels gives +24 damage, +2 Range and guidance 100%
    
    Helicopter Heavy Rocket Launcher
    Cost: 600 credits
    Time needed: 50 seconds
    Hard Points: Heavy
    Type: Projectile
    Damage: 40
    	44 +4
    	48 +4
    	52 +4
    Range: 10
           11 +1
           12 +1
    Ammo: 40
    
    The power and effectiveness of this weapon is identical to that of the ground
    version.  With enough upgrades this weapon can provide strong firepower from
    the skies.  However since this weapon fires 2 rockets per attack, your ammo
    supply goes down much faster than the groud-based version
    
    Upgraded Level 1 Heavy Rockets gives +4 damage, +1 Range and a guidance system
    of 25%.  Upgraded Level 2 Heavy Rocket gives +4 damage and a guidance system of
    50%.  Upgraded Level 3 Heavy Rocket gives +4 damage, +1 Range and a guidance
    system of 100%.  Having all 3 levels gives +12 damage, +2 Range and guidance 100%
    
    Helicopter Heavy Rocket Launcher upg.1
    Cost: 600 credits
    Time needed: 50 seconds
    Hard Points: Heavy
    Type: Projectile
    Damage: 80
    	88 +8
    	96 +8
    	104 +8
    Range: 10
           11 +1
           12 +2
    Ammo: 60
    
    This weapon becomes even more effective with increases to damage and ammo
    supplies.  Expect to cause a lot of damage once you get a hold of this weapon.
    This weapon uses up 4 rockets per attack now and so the ammo supply is barely
    enough for a few skirmishes.
    
    Upgraded Level 1 Heavy Rockets gives +8 damage, +1 Range and a guidance system
    of 25%.  Upgraded Level 2 Heavy Rocket gives +8 damage and a guidance system of
    50%.  Upgraded Level 3 Heavy Rocket gives +8 damage, +1 Range and a guidance
    system of 100%.  Having all 3 levels gives +24 damage, +2 Range and guidance 100%
    
    Ballistic Rocket Launcher
    Cost: 6000 credits
    Time needed: 5 minutes
    Hard Points: Heavy
    Type: Projectile
    Damage: 1500
    	2000 +500
    	2500 +500
    	4000 +1500
    Range: 25
           30 +5
           40 +10
           70 +30
    Ammo: 1
    
    The most devastating weapon that can be mounted on a unit, this is the weapon of
    choice for breaking open enemy bases.  It's very costly but it's without a doubt
    one of the best weapons in the game as it easily annihilates anything in its blast
    radius
    
    Level 1 upgraded Ballistic Rocket adds +500 to the damage and +5 range.  Level 2
    upgraded Ballistic Rocket adds +500 to the damage and +10 range.  Nuclear Ballistic
    Rocket adds 1500 damage and +30 range.  Having all 3 levels of upgrade gives +2500
    damage and +45 Range
    
    Nuclear Warheads
    Cost: 2000 credits
    Time needed: 1 minute 50 seconds
    Hard Points: Special
    Type: Projectile
    Damage: 500
    Range: 25
    Ammo: 4
    
    Further testament to the ED's superiority in extreme long range bombardment.
    This weapon inflicts heavy damage at long ranges from the safety of a submerged
    submarine.  It is gained from researching the ballistic rocket launcher
    
    Nuclear Warheads upg.1
    Cost: 3000 credits
    Time needed: 2 minutes 5 seconds
    Hard Points: Special
    Type: Projectile
    Damage: 700
    Range: 40
    Ammo: 4
    
    This weapon while costlier and more time consuming to produce, is better
    in every other respect.  It is gained as soon as the Kiev II and ballistic rocket
    launcher is researched
    
    Artillery
    Cost: 6000 credits
    Time needed: 1 minute
    Hard Points: Heavy
    Type: Projectile
    Damage: 250
    	275 +25
    	300 +25
    	325 +25
    Range: 25
           26 +1
    Ammo: 120
    
    This is essentially a modified 120mm Double Cannon with much heavier damage potential
    and great range.  This weapon provides some serious firepower, it even has rapid-fire.
    But with 2 barrels, it goes through ammo at an alarming rate.
    
    Level 1 upgraded 120mm bullets adds +25 to the damage.  Level 2 upgraded 120mm
    bullets add +25 to the damage and +1 range.  Level 3 upgraded 120mm bullets add
    +25 damage.  Having all 3 levels of upgrade gives +75 damage and +1 Range
    
    Bomb Bay
    Cost: 2600 credits
    Time needed: 2 minutes
    Hard Points: Heavy
    Type: Projectile
    Damage: 320
    	480 +160
    	640 +160
    	960 +320
    Range: 1
    Ammo: 3
    
    An extremely powerful weapon that has a large blast radius, use with caution to
    avoid friendly fire
    
    Level 1 upgraded bomb adds +160 to damage.  Level 2 upgraded bomb adds +160 to
    damage.  Nuclear bomb adds +320 to damage.  Having all 3 upgrades gives +640 to
    damage.
    
    Bomb Bay upg.1
    Bomb Bay
    Cost: 2600 credits
    Time needed: 2 minutes
    Hard Points: Heavy
    Type: Projectile
    Damage: 320
    	480 +160
    	640 +160
    	960 +320
    Range: 1
    Ammo: 5
    
    The only difference is a larger capacity for holding bombs
    
    Laser Cannon
    Cost: 300 credits
    Time needed: 30 seconds
    Hard Points: Light
    Type: Energy
    Damage: 60
    Range: 6 (7)
    Ammo: 16
    
    The damage rating for the laser cannon is somewhat misleading.  The Laser Cannon
    doesn't actually inflict physical damage, what it does is heat up a target until
    it becomes red-hot and explodes-if you don't heat up a target long enough then
    there's no effect as the target eventually cools off.  The thing is against vehicles,
    it can do this rapidly and the beam bypasses armor so lasers are very effective
    against units.  Lasers also don't use much energy and so you'll rarely see much
    of a dip in its ammo count even during heavy fighting.
    
    The drawback with the laser is that it takes a long time to heat up buildings
    even when using upgraded and heavy laser cannons.  As well it's one of the shortest
    ranged weapons around.  It's still a very potent weapon when used to its strength
    
    Laser Cannon upg.1
    Cost: 300 credits
    Time needed: 30 seconds
    Hard Points: Light
    Type: Energy
    Damage: 90
    Range: 6 (7)
    Ammo: 16
    
    The damage level goes up by a large amount and so it becomes easier to break open
    enemy units, too bad nothing else has improved
    
    Laser Cannon upg.2
    Cost: 300 credits
    Time needed: 30 seconds
    Hard Points: Light
    Type: Energy
    Damage: 120
    Range: 6 (7)
    Ammo: 16
    
    The damage level puts many heavy weapons to shame.  Only with strong shields
    can enemy units survive this level of energy output
    
    Heavy Laser Cannon
    Cost: 700 (600) credits
    Time needed: 55 seconds
    Hard Points: Heavy
    Type: Energy
    Damage: 120
    Range: 7 (8)
    Ammo: 16
    
    The bane of tanks, this weapon gets some improvement in the range department
    over its smaller relative but it's the level of firepower that's really telling.
    And wait until you get the upgraded versions.  To top it off, the Heavy Laser Cannon
    can use submounted weapons though at this level the building version cannot.
    
    Heavy Laser Cannon upg.1
    Cost: 700 (600) credits
    Time needed: 55 seconds
    Hard Points: Heavy
    Type: Energy
    Damage: 180
    Range: 7 (8)
    Ammo: 16
    
    The Heavy Laser Cannon upg.1 has a huge increase in damage and now the building
    version can use submounted weapons as well.
    
    Heavy Laser Cannon upg.2
    Cost: 700 (600) credits
    Time needed: 55 seconds
    Hard Points: Heavy
    Type: Energy
    Damage: 240
    Range: 7 (8)
    Ammo: 16
    
    Anything mounting this level of firepower should be approached with caution
    and the heaviest level of shielding.  Otherwise it'll rip apart the toughest
    tanks in only a few seconds.
    
    Ion Cannon
    Cost: 300 credits
    Time needed: 30 seconds
    Hard Points: Light
    Type: Energy
    Damage: 100
    Range: 7 (9)
    Ammo: 1
    
    The Ion Cannon is designed for capturing enemy units and buildings, it's not capable
    of destroying them.  However it takes only one shot on an unshielded target to shock
    them temporarily into paralysis and if you fire enough shots you'll permanently
    disable the target until they get repaired (LC units and buildings can never be
    permanently disabled).  Also the range is decent by energy weapon standards.
    
    The big drawback is that the ion bolt is fairly slow moving, is slow to rotate and has
    a low firing rate due to it being a single-shot weapon.  Also watch that you don't
    catch your own units in friendly fire
    
    Ion Cannon upg.1
    Cost: 300 credits
    Time needed: 30 seconds
    Hard Points: Light
    Type: Energy
    Damage: 100
    Range: 7 (9)
    Ammo: 1 (2)
    
    Upon first appearance there's no improvement but actually the time it takes to recharge
    is greatly diminished.  The building version also gets a bit more ammo
    
    Heavy Ion Cannon
    Cost: 600 credits
    Time needed: 1 minute 10 seconds
    Hard Points: Heavy
    Type: Energy
    Damage: 500
    Range: 7 (9)
    Ammo: 1 (2)
    
    The Heavy Ion Cannon inflicts huge damage against shields, only a few shots and it
    can reach the vulnerable target.  Also it easily disables targets with the level of
    energy it puts out.  Otherwise there's little in the way of difference between this
    and the light version
    
    Heavy Ion Cannon upg.1
    Cost: 600 credits
    Time needed: 1 minute 10 seconds
    Hard Points: Heavy
    Type: Energy
    Damage: 500
    Range: 7
    Ammo: 1
    
    Like the Ion Cannon upg.1, the improvement lies in the more rapid recharging rate.
    There is no building version of this weapon
    
    Earthquake Generator
    Cost: 600 credits
    Time needed: 1 minute 40 seconds
    Hard Points: Heavy
    Type: Energy
    Damage: 16
    To Air: No
    Range: 5
    Ammo: 3
    
    The damage is unimpressive to say the least and doesn't harm enemy units.  But
    this can be a great weapon for attacking enemy buildings if they're too heavily
    defended for air or ground assaults.  It will work when you're underground and
    allows you to attack the surface from the tunnels, just click on the ground in
    front of you (not the building or you'll try to go back to the surface to launch
    a direct attack) and it will attack every building in a radius.  Remember the damage
    is really low and it doesn't affect enemy units, so trying to use this in a full
    frontal attack is suicide.
    
    Earthquake Generator upg.1
    Cost: 600 credits
    Time needed: 1 minute 40 seconds
    Hard Points: Heavy
    Type: Energy
    Damage: 30
    To Air: No
    Range: 5
    Ammo: 5
    
    The damage is still unimpressive but a marked improvement over the original.
    A pair of these mounted on a tank with two hard points can really work over
    a building.
    
    Antimissile
    Cost: 200 credits
    Time needed: 5 seconds
    Range: 8
    Ammo: 50
    Hard Points: Light
    
    This acts to fire a small rocket at enemy missiles, hopefully causing them to detonate
    harmlessly away from others.  This works great but isn't infallible.  Also note that 
    while the Antimissile is easily mounted on buildings, it can only be used on vehicles 
    that have weapons with submounts.  It only protects the unit or building it is mounted 
    on and nothing else
    
    Carrier
    Cost: 100 credits
    Time needed: 5 seconds
    Hard Point: Special
    
    This item holds resources gathered from the mine to take to the refinery.
    It can only be mounted on a Taiga.
    
    Container Hook
    Cost: 100 credits
    Time needed: 5 seconds
    Hard Point: Special
    
    This item holds resources gathered from the mine to take to the refinery.
    It can only be mounted on a Unit Transporter enabling it to do aerial deliveries.
    
    Transport Hook
    Cost: 100 credits
    Time needed: 5 seconds
    Hard Point: Special
    
    This is what enables a transporter to carry units up.  Can only be used
    by Unit Transporters
    
    Repairer
    Cost: 200 credits
    Time needed: 10 seconds
    Hard Point: Special
    
    This item repairs damaged units and buildings at 20 HP per second.  The rate
    goes up if more than one repairer are working-with a maximum of 4 repairers
    at once.  It can also capture enemy units and buildings that have been disabled
    Only the Taiga and Irkutsk can carry a repairer
    
    Repairer upg.1
    Cost: 200 credits
    Time needed: 10 seconds
    Hard Point: Special
    
    The Repairer upg.1 repairs damage at 40 HP per second.  Also it can upgrade
    units on the field-the manual isn't quite right.   The repairer can indeed
    upgrade the chasis of a unit in addition to adding shields and new versions
    of an existing weapon.  What it cannot do is change the equipment type of a
    unit-a repairer suddenly can't mount a laser cannon for example.
    
    Building Grabber
    Cost: 600 credits
    Time Needed: 10 seconds
    Hard Points: Light
    
    Gives you quick ability to capture enemy buildings as you don't
    need to ionize them first.
    
    Noise Generator
    Cost: 200 credits
    Time needed: 30 seconds
    Hard Point: Light
    
    The Noise Generator or Screamer enables a unit or building to detect enemy
    stealth units.  Also it prevents you from commanding your units-they instead
    revert to whatever AI commands that would normally taken in the situation.
    As the AI opponent typically doesn't do platoons or elaborate maneuvers, the
    noise generator is mainly useful as a way to detect stealthy attackers.
    
    Noise Generator upg.1
    Cost: 200 credits
    Time needed: 30 seconds
    Hard Point: Light
    
    Improves the distance of detection and disruption
    
    Noise Generator upg.2
    Cost: 200 credits
    Time needed: 30 seconds
    Hard Point: Light
    
    Improves the distance of detection and disruption even further
    
    Power Shield Generator 600 PSU
    Cost: 100 credits
    
    The lowest level of shield generator available and offers decent protection
    against energy weapons
    
    Power Shield Generator 1200 PSU
    Cost: 200 credits
    
    The mid-level shield generator offers strong protection against energy weapons
    
    Power Shield Generator 1800 PSU
    Cost: 400 credits
    
    The heavy shield generator can really take an enormous pounding from energy weapons
    
    
    1.3	********EURASIAN DYNASTY CHASSIS********
    	*Some hard points can hold unusual equipment or have limited equipment
    
    Fake TT
    Cost: 50 credits
    Time needed: 30 seconds
    HP: 60
    Armor: 0
    Speed: 19
    Hard Points: 0
    
    Simply a fake model of a Pamir for purposes of acting as a decoy
    
    Fake HT
    Cost: 50 credits
    Time needed: 30 seconds
    HP: 60
    Armor: 0
    Speed: 17
    Hard Points: 0
    
    Simply a fake model of a Kruszchev for purposes of acting as a decoy
    
    Fake ZT
    Cost: 50 credits
    Time needed: 30 seconds
    HP: 60
    Armor: 0
    Speed: 18
    Hard Points: 0
    
    Simply a fake model of a Siberia for purposes of acting as a decoy
    
    TT 100 Pamir
    Cost: 300 credits
    Time needed: 30 seconds
    HP: 180
    Armor: 75%
    Speed: 21
    Hard Points: 1 Special
    
    Designed from plans for the M1 Abrahms, this is probably the weakest tank
    in the game.  It has very little toughness for something designed specifically
    to fight and while it is fast, it doesn't compare well to other quick units.
    The Pamir has a very limited selection of useable equipment-with weapons being
    limited to rocket launcher, 105mm cannon and AA gun.  Finally it cannot carry
    shields and this never improves.  To its credit the Pamir does have heavy armor
    and is one of the few units capable of carrying the AA gun so it can pose a
    significant danger to aircraft.
    
    TT 110 Pamir
    Cost: 300 credits
    Time needed: 30 seconds
    HP: 210
    Armor: 75%
    Speed: 25
    Hard Points: 1 Special
    
    Improvements made on toughness and speed still aren't enough to make this tank
    little more than cannonfodder.
    
    TT 120 Pamir
    Cost: 300 credits
    Time needed: 30 seconds
    HP: 240
    Armor: 75%
    Speed: 25
    Hard Points: 1 Special
    
    Toughness goes up another notch.  This isn't a significant improvement and everything
    that's said about the Pamir still stands.  Ah, well.  What can you expect from a
    tank that's largely based on souped-up 20th century technology
    
    HT 400 Kruszchev
    Cost: 1200 credits
    Time needed: 1 minute
    HP: 900
    Armor: 75%
    Speed: 16
    Hard Points: 1 Heavy
    
    Now this is a tank!  Very tough, heavily armored and packing a large gun.  The main
    draw back is that it's somewhat pokey initially.  Still it beats using a Pamir any day
    this is the result when using futuristic technology instead of cheap 20th century knockoffs.
    
    HT 500 Kruszchev
    Cost: 1200 credits
    Time needed: 1 minute
    HP: 1200
    Armor: 75%
    Speed: 19
    Hard Points: 1 Heavy
    
    The toughness goes up significantly as does the speed.  The HT 500 Kruszchev makes for
    a viable main battle tank unless you have the money to stick with the Ural
    
    HT 800 Ural
    Cost: 1200 credits
    Time needed: 1 minute 20 seconds
    HP: 1350
    Armor: 75%
    Speed: 14
    Hard Points: 2 Heavy
    
    Tougher than the Kruszchev and certainly packing more firepower, if you can afford the cost
    of its weaponry then you just might want to make the Ural your main battle tank.
    
    HT 900 Ural
    Cost: 1200 credits
    Time needed: 1 minute
    HP: 1500
    Armor: 75%
    Speed: 14
    Hard Points: 2 Heavy
    
    The Ural gets even more toughness making it a powerful juggernaut of a tank.
    
    TK 100 Caspian
    Cost: 500 credits
    Time needed: 40 seconds
    HP: 450
    Armor: 25%
    Speed: 21
    Hard Points: 1 Light
    
    The Caspian is the earliest amphibious vehicle of the ED.  It's moderately tough and
    armored plus it is very quick in addition to being amphibious.  The main drawback is
    that it can only use a Power Shield Generator 600 PSU which never improves and has but
    a single light hard point.
    
    TK 110 Caspian
    Cost: 500 credits
    Time needed: 40 seconds
    HP: 600
    Armor: 25%
    Speed: 25
    Hard Points: 1 Light
    
    Tougher and faster, the Caspian makes a great scout and when danger threatens just jump
    in the water.
    
    TK 111 Caspian
    Cost: 500 credits
    Time needed: 40 seconds
    HP: 750
    Armor: 25%
    Speed: 25
    Hard Points: 1 Light
    
    Yeah the Caspian is once again tougher but the really big change is that the Caspian
    can mount an AA gun.  You might want to have a couple of designated anti-air Caspians
    kicking around.
    
    TL 70 Volga
    Cost: 1400 credits
    Time needed: 1 minute 10 seconds
    HP: 900
    Armor: 75%
    Speed: 18
    Hard Points: 1 Heavy
    
    This heavy tank is designed for amphibious operations, specifically long range bombardment
    from the water or land.  It's tough, heavily armored and very well armed.  It poses a
    significant threat to vehicles that can't reach it, all in all this tank is like a weaker
    version of the Kruszchev that's capable of going into water.  Note that in water, it has a
    slower moving rate
    
    TL 80 Volga
    Cost: 1400 credits
    Time needed: 1 minute 10 seconds
    HP: 1050
    Armor: 75%
    Speed: 18
    Hard Points: 1 Heavy
    
    The Volga gains more toughness, enabling it to stand a lot of punishment until it can 
    make a run for the water or land.
    
    STEALTH
    Cost: 700 credits
    Time needed: 40 seconds
    HP: 450
    Armor: 25%
    Speed: 21
    Hard Points: 1 Light
    
    Unmentioned in the manual, the STEALTH is little more than an early model Caspian with
    no amphibious capabililty and a personal shadow generator that covers only itself.
    So long as it doesn't shine its lights or encounter foes with detection equipment,
    the STEALTH can spy or attack with impunity.  Outfit it with an Ion Cannon or Laser
    and it can really do some damage.
    
    ZT 200 Minelayer
    Cost: 500 credits
    Time needed: 30 seconds
    HP: 600
    Armor: 25%
    Speed: 18
    Ammo: 10
    Hard Points: 1 Light
    
    The Minelayer carries 10 mines and can also be used to ferret out enemy minefields.
    On its own its no slouch but you'll still want to give it some flankers as its fighting
    ability isn't the greatest and it won't intiate attacks.  
    
    ZT 210 Minelayer
    Cost: 570 credits
    Time needed: 40 seconds
    HP: 675
    Armor: 50%
    Speed: 19
    Ammo: 20
    Hard Points: 1 Light
    
    This ZT 210 Minelayer gains more toughness, armor and speed.  This pushes
    the toughness and armor to respectable levels.  The improvements should greatly
    increase its survivability but you still want some escort in case a fight breaks out.
    It's supply of mines are also doubled.
    
    ZK Taiga
    Cost: 400 credits
    Time needed: 30 seconds
    HP: 450
    Armor: 0%
    Speed: 17
    Hard Points: 1 Light
    
    The Taiga is the all-purpose vehicle of the ED.  It's the only ground unit capable of
    carrying resources or a repairer and it can provided limited combat support when equipped
    with a light weapon
    
    ZK Taiga 2
    Cost: 400 credits
    Time needed: 30 seconds
    HP: 450
    Armor: 0
    Speed: 19
    Hard Points: 1 Light
    
    The only improvement made on the Taiga is a boost of speed.
    
    ZT 100 Siberia
    Cost: 450 credits
    Time needed: 35 seconds
    HP: 600
    Armor: 0
    Speed: 18
    Hard Points: 1 Light
    
    According to the manual, supposedly this vehicle was designed for combat from
    tinkering with the Taiga.  However in that role it's not particularly impressive.
    The toughness of the Siberia isn't enough as there's no armor on it and its
    weaponry isn't particularly outstanding.  It also lacks the versatility of
    the Taiga in terms of non-combat roles.
    
    ZT 101 Siberia
    Cost: 450 credits
    Time needed: 35 seconds
    HP: 675
    Armor: 0
    Speed: 19
    Hard Points: 1 Light
    
    A faster and tougher Siberia, it still doesn't hold up that well in combat
    
    ZT 102 Siberia
    Cost: 450 credits
    Time needed: 35 seconds
    HP: 750
    Armor: 0
    Speed: 19
    Hard Points: 1 Light
    
    The Siberia gets tougher than before but that lack of armor plays a real factor.
    
    Gruz
    Cost: 800 credits
    Time needed: 50 seconds
    HP: 1800
    Armor: 0
    Speed: 19
    
    The Gruz is the construction vehicle of the ED and is vital for constructing new
    buildings and altering the terrain.  It can only mount light shield generators
    
    Ukraine
    Cost: Special
    Time needed: Special
    HP: 1500
    Armor: 75%
    Speed: Special
    Hard Points: 0
    
    The Ukraine is the transporter that ferries your troops between your main base,
    your subsidiary bases and the mission site.  You always start with one and can move
    it between landing zones.  Up to 15 units and 5000 credits can be carried at one time.
    
    Unit Transporter
    Cost: 1000 credits
    Time needed: 1 minute
    HP: 550
    Armor: 50%
    Speed: 36
    Hard Points: Special
    
    Extremely fast and well armored, the Unit Transporter can usually deliver ground units
    safely or it can pick up stationary enemy units to drop to their deaths.  The ED Unit
    Transporter can also be equipped with a cargo hook enabling it to transfer resources
    from the mine to the refinery
    
    MI 27 Boyar
    Cost: 400 credits
    Time needed: 15 seconds
    HP: 900
    Armor: 0
    Speed: 32
    
    The supply ship of the ED which is exactly the same as everyone else's.  It's fast and
    very durable unfortunately it has no armor so anti-aircraft fire will make short work
    of it.  Without an adequate number of Boyars and supply depots, you won't have enough
    ammo to sustain a long fight.
    
    MI 106 Cossack
    Cost: 350 credits
    Time needed: 30 seconds
    HP: 240
    Armor: 0
    Speed: 36
    Hard Points: 1 Light
    
    The speedy attack helicopter of the ED, unfortunately it's very easy to destroy given
    that it has no armor.  Not that much of a problem unless fighting the UCS, the Cossack
    cannot mount shields either.
    
    MI 107 Cossack
    Cost: 350 credits
    Time needed: 30 seconds
    HP: 300
    Armor: 0
    Speed: 36
    Hard Points: 1 Light
    
    The only improvement made for this model is an upgrade to its toughness.
    
    MI 140 Grozny
    Cost: 450 credits
    Time needed: 40 seconds
    HP: 300
    Armor: 25%
    Speed: 36
    Hard Points: 1 Light
    
    Just as fast as the Cossack, it's fair ways tougher and also carries some armor.
    An improvement in almost every way over the Cossack, it can mount up to a
    light shield projector
    
    MI 150 Grozny
    Cost: 450 credits
    Time needed: 40 seconds
    HP: 375
    Armor: 25%
    Speed: 36
    Hard Points: 1 Light
    
    The MI 150 Grozny gains more toughness and the ability to use the medium
    shield generator
    
    MI 300 Thor
    Cost: 1000 credits
    Time needed: 1 minute
    HP: 375
    Armor: 25%
    Speed: 25
    Hard Points: 1 Heavy
    
    The first bomber of the ED, the Thor isn't particularly tough but it has a lot
    of firepower to back up any action.  It can carry only up to the medium
    shield generator and this doesn't improve
    
    MI 310 Thor
    Cost: 1000 credits
    Time needed:  1 minute
    HP: 450
    Armor: 25%
    Speed: 25
    Hard Points: 1 Heavy
    
    The Thor gains some more toughness but the hope is that you can instead
    gravitate to the superior Han.
    
    
    MI 200 Han
    Cost: 1300 credits
    Time needed:  1 minute
    HP: 600
    Armor: 50%
    Speed: 25
    Hard Points: 1 Heavy
    
    Far superior to the Thor but more expensive, the Han is well-equipped to battle
    most units and defensive structures.  It can carry only up to the medium
    shield generator and this doesn't improve
    
    MI 210 Han
    Cost: 1300 credits
    Time needed:  1 minute
    HP: 750
    Armor: 50%
    Speed: 25
    Hard Points: 1 Heavy
    
    The Han gains significantly more toughness and is well matched against any
    of the other factions' heavy bombers.
    
    ESS 30 Irkutsk
    Cost: 300 credits
    Time needed: 20 seconds
    HP: 450
    Armor: 50%
    Speed 21
    Hard Points: 1 Light
    
    The speedy cutter of the ED, the Irkutsk is an effective patrol boat and in
    numbers can act as a deterent against attacks against your navy.  The Irkutsk
    can also be used for civilian roles such as a repairer for naval units as well as
    being capable of packing the AA gun
    
    ESS 40 Irkutsk
    Cost: 300 credits
    Time needed: 20 seconds
    HP: 560
    Armor: 50%
    Speed: 25
    Hard Points: 1 Light
    
    Some more toughness and speed have been added to the Irkutsk, which improves
    on the role of patrolling the water ways.
    
    ESS 200 Leviathan
    Cost: 700 credits
    Time needed: 1 minute
    HP: 1400
    Armor: 75%
    Speed: 17
    Hard Points: 1 Heavy
    	     1 Light
    
    The heavy cruiser of the ED can carry a large arsenal of weaponry including ones
    for long range bombardment.  The Leviathan is heavily armored and is tougher
    than any tank, just the thing to designate as a flaghip
    
    ESS 300 Leviathan
    Cost: 700 credits
    Time needed: 1 minute
    HP: 1600
    Armor: 75%
    Speed: 18
    Hard Points: 1 Heavy
    	     2 Light
    
    The Leviathan gets more toughness and speed but the real bonus is the additional
    light mount.
    
    Kiev
    Cost: 1200 credits
    Time needed: I minute
    HP: 450
    Armor: 50%
    Speed: 17
    Hard Points: Special
    
    The Kiev is designed to be deployed below normal sight underwater.  The only
    purpose of a Kiev or Kiev II serves is to be able fire nukes at the enemy, however
    the nukes used by a Kiev are much, much weaker than the ones from a silo or
    ballistic rocket launcher
    
    Kiev II
    Cost: 1200 credits
    Time needed: I minute
    HP: 550
    Armor: 50%
    Speed: 18
    Hard Points: Special
    
    The Kiev gets an increase in toughness and speed plus the Nuclear Warhead upg.1
    
    1.4	********EURASIAN DYNASTY BUILDINGS********
    	*ED buildings have the widest variety of equipment to choose from for
    	their hard points
    
    Landing Zone
    Size: 1x1
    Resource Cost: 500 credits
    Energy Cost: 0 power
    HP: 300
    Armor: 0
    Hard Points: 0
    
    In the campaign this is one of the most important buildings in the game.
    The landing zone allows you to transfer money and resources from a mission
    site back to your home base and vice versa.
    
    Power Plant
    Size: 1x2
    Resource Cost: 500 credits
    Energy Cost: provides 200 power
    HP: 3000
    Armor: 0
    Hard Points: 0
    
    Provides a large supply of energy to power your buildings within a certain
    vicinity
    
    Vehicle Production Center
    Size: 2x2
    Resource Cost: 1000 credits
    Energy Cost: 50 power
    HP: 3000
    Armor: 0
    Hard Points: 1 Heavy
                 1 Light
    
    Produces civilian ground and air vehicles (any chassis type that isn't outfitted
    with a weapon).  The ED Vehicle Production Center has some fairly significant
    firepower with 2 hard points
    
    Weapon Production Center
    Size: 2x2
    Resource Cost: 2000 credits
    Energy Cost: 50 power
    HP: 4000
    Armor: 0
    Hard Points: 1 Heavy
    
    Produces military ground and air vehicles (any chassis type that is outfitted
    with a weapon).
    
    Ship Yard
    Size: 2x3
    Resource Cost: 1500 credits
    Energy Cost: 50 power
    HP: 5400
    Armor: 75%
    Hard Points: 1 Heavy
                 1 Light
    
    The Ship Yard actually only takes 5 squares of space though you're not likely to be
    able to fit a building in the empty space.  The Ship Yard can only be built on a
    limited variety of shoreline, so don't expect to be able to regularly make use of
    this.  That said though the Ship Yard is a very powerful building at defending itself
    with its large amounts of toughness, heavy armor and 2 hard points.  The Ship Yard
    produces all naval vehicles and so you should make sure to explore a potential site
    extensively so that you don't trap your ships in little more than a pond.
    
    Supply Depot
    Size: 2x2
    Resource Cost: 1500 credits
    Energy Cost: 50 power
    HP: 2400
    Armor: 0
    Hard Points: 1 Heavy
    
    Actually the supply depot only takes up 3 squares of space.  The Supply Depot stocks
    Boyar helicopters with ammunition to take to units and buildings that
    use projectile weapons.  Make sure to have enough supply depots and Boyar helicopters
    
    Mine
    Size: 2x3
    Resource Cost: 1000 credits
    Energy Cost: 50 power
    HP: 2400
    Armor: 0
    Hard Points: 1 Heavy
    
    Actually the mine only takes up 5 squares, the mine must be placed on a location of
    resources.  The mine not only extracts resources directly below it but will also extract
    from areas up to 2 squares away.
    
    Refinery
    Size: 2x3
    Resource Cost: 1000 credits
    Energy Cost: 50 power
    HP: 3000
    Armor: 0
    Hard Points: 0
    
    Actually the refinery only takes up 5 squares, the refinery takes resources from either
    the Unit Transporter or Taiga and converts it into credits
    
    Headquarters
    Size: 2x2
    Resource Cost: 1500 credits
    Energy Cost: 50 power
    HP: 3000
    Armor: 0
    Hard Points: 1 Light
    
    The Headquarters can automate your base defense, the construction of units, upgrading of
    building weapons and research paths.  It takes one Headquarters for each assignment.
    
    However I find only the automation of your base defense to be useful.  The computer is
    notorious for making poor choices in other areas.  With base defense though, it'll open
    fire at incoming foes from maximum range.
    
    Recycler
    Size: 2x3
    Resource Cost: 500 credits
    Energy Cost: 50 power
    HP: 3000
    Armor: 0
    Hard Points: 0
    
    Actually the recycler only takes up 5 squares, it takes in units and recycles them
    into credits worth half the original value of the unit.  For the most part you're
    better off just upgrading veteran units unless they're really obsolete
    
    Research Center
    Size: 2x2
    Resource Cost: 1000 credits
    Energy Cost: 50 power
    HP: 2400
    Armor: 0
    Hard Points: 0
    
    For researching new technologies, each research Center after one gives a +10% bonus
    for faster research.  There's no improvement for having more than 3 research Center
    as +20% is the maximum bonus
    
    Radar
    Size: 1x1
    Resource Cost: 1500 credits
    Energy Cost: 50 power
    HP: 750
    Armor: 0
    Hard Points: 0
    
    This small building provides a large radius of scanning in order to detect stealth units.
    Ignore what it mentions in the manual, the radar DOES NOT scramble enemy communications
    
    Tunnel Entrance
    Size: 1x1
    Resource Cost: 1000 credits
    Energy Cost: 0
    HP: 1500
    Armor: 0
    Hard Points: 0
    
    The Tunnel Entrance is the point of entry where units can go underground through a
    series of tunnels.
    
    Walls
    Resource Cost: 10 credits
    
    Erects a strong stone wall that can take quite a bit of punishment without collapsing
    
    Narrow Bridge
    Resource Cost: 50 credits
    
    Forms a bridge that is one square in width
    
    Wide Bridge
    Resource Cost: 50 credits
    
    Forms a bridge that is 2 squares in width.
    
    Small Tower
    Size: 1x1
    Resource Cost: 200 credits
    Energy Cost: 0
    HP: 350
    Armor: 50%
    Hard Points: 1 Light
    
    A short defensive structure that can defend itself from attack with its weapon.
    Unfortunately it is sorely lacking in firepower and toughness.  The biggest
    advantage is that the Small Tower does not cost energy.  This building starts
    off with a 20mm chaingun
    
    Large Tower
    Size: 1x1
    Resource Cost: 500 credits
    Energy Cost: 20 power
    HP: 1800
    Armor: 75%
    Hard Points: 1 Heavy
    
    This is a very strong defensive structure with lots of toughness, heavy armor
    and capable of holding a powerful weapon.  Its height enables it to shoot clearly
    over most buildings.  It starts off with a 105mm cannon if you have that technology
    
    Heavy Tower
    Size: 1x1
    Resource Cost: 750 credits
    Energy Cost: 20 power
    HP: 1350
    Armor: 75%
    Hard Points: 1 Heavy
                 2 Light
    
    The manual forgot to list this as one of the ED's buildings.  Not as tall or tough
    as the Large Tower, the Heavy Tower more than makes up for it by carrying a lot of
    firepower.  The Heavy Tower can handle almost any threat provided you have some support.
    It starts off with a 105mm cannon and a pair of 20mm chainguns if you have the technology.
    
    Pillbox
    Size: 1x1
    Resource Cost: 600 credits
    Energy Cost: 20 power
    HP: 3000
    Armor: 75%
    Hard Points: 1 Heavy
    
    The toughest defensive structure of the ED, the pillbox is short enough to let
    many friendly units to fire over it.  It doesn't match the Heavy Tower for firepower
    but a few pillboxes can easily contain most foes
    
    Artillery
    Size: 1x1
    Resource Cost: 5000 credits
    Energy Cost: 100 power
    HP: 600
    Armor: 0
    Type: Projectile
    Damage: 800
    Range: 60
    Ammo: 3
    Hard Points: 0
    
    Far and away the most damaging artillery building of the 3 factions.  This is fantastic
    for bombarding targets from safe distances and also makes a powerful base defense when
    set to fire at will and in a proper line formation.  Just try to avoid friendly fire
    
    Missile Control Center
    Size: 2x2
    Resource Cost: 10000 credits
    Energy Cost: 50 
                        

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