Supreme Commander

Platform

zScore

86%

Supreme Commander

Developer:Gas Powered Games Genre:Strategy Release Date: Download Games Free Now!

About The Game

Game designer Chris Taylor, creator of Total Annihilation, returns to the RTS genre with the new franchise Supreme Commander.
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Supreme Commander

Supreme Commander Review

By James Archuleta |

When it comes to real-time strategy games, few developers have followed the philosophy that bigger is better. As such, the scale of RTS games has stayed mostly the same over the past decade. The battlefields never feel that large, and the focus is more on economics and tactics than it is on actual strategy. Well, Supreme Commander isn't that kind of game. Instead, the long-awaited strategy game from Gas Powered Games is everything that was promised. This is a game that's less concerned with the aesthetics of combat than it is with capturing a sense of awesome scale, though it does look amazing when armies clash. It's real-time strategy supersized. Instead of raising one battle group and racing across a small battlefield, you can raise multiple air, land, and sea battle groups and toss them at the enemies, or ferry an army via air transport around their defenses and land them in the rear, or send wave after wave of bombers to cripple their strategic defenses and then unleash nuclear hellfire upon them, or do much, much more.

Though set in the future, Supreme Commander is very much a game about modern strategy, as you'll command tanks, aircraft, battleships, and much, much more.

Supreme Commander is set in the distant future, and humanity has split into three competing factions. The United Earth Federation represents order and empire, the cybernetic Cybran fight for independence, while the alien-enlightened Aeon seek to liberate the universe. The single-player campaign is divided into three smaller campaigns, letting you battle from the perspective of each of the factions. Unlike those in most other RTS games, where all three campaigns would usually be tied together in a linear fashion to tell a bigger story, the campaigns in Supreme Commander all stand alone. Each faction fights for what it believes in, and hence, no side is really "evil." It's a nice touch, because that mentality captures the essence of war.

The game's biggest asset is its sheer size, which is measured in virtual kilometers. Though you can battle it out on "small" maps that are a mere 5km-by-5km, the average maps are 20km-by-20km large, and the largest maps weigh in at a whopping 81km-by-81km. And while the units you command are a bit oversized, this still translates into giant battlefields that give you plenty of room to maneuver. You no longer have to worry about a single chokepoint like you do in most RTS games. Instead, you have the freedom to experiment more. This also means that you need to be wary of enemy attempts to slip around your defensive points. But that's the nature of war. The entire sense of scale is exciting because you can finally experiment with tactics. Meanwhile, real-world concepts such as reconnaissance become even more important. Thankfully, Supreme Commander makes such tasks easy with the ability to queue up commands for all sorts of units. Scout planes can be ordered to patrol the periphery of the maps, engineers can be given build commands to keep them busy for a long time, and armies can be sent on a zigzag path deep into enemy territory, all with a few clicks.

Often during the campaign, you'll achieve a set of objectives only to watch the map then double in size, and then double again after you've achieved the next set of objectives. Each time the map grows, it unlocks more room to maneuver and more strategy. Size translates into open-ended depth in this game. For instance, assume you're battling a heavily entrenched foe. How you take the opponent down is up to you. You can try raids to cripple the other side's economy by destroying mass or energy facilities. You might find a weak spot in the defenses and send bombers through it, then target antiaircraft positions to open the way for further air assaults. If you're building nuclear missiles, you might build artillery positions to take out any strategic missile defenses, and once those are out, unleash nuclear missiles. You can pretty much open up the entire playbook and experiment with different tactics and different combinations of units. And these tactics apply to all of the factions equally, because aside from visual appearance, factions basically mirror each other. This equates to a general lack of personality to each faction, as well as to the game as a whole, which is disappointing because each of the factions has an interesting backstory.

You can try and overwhelm your enemy with sheer numbers, build fewer numbers of high-quality units, or do a mix of the two, with cannon fodder to draw fire away from the heavy hitters. There are three "tech levels" that feature different units, buildings, and vehicles, and at the lowest level you'll have basic units such as light and medium tanks, fighter interceptors, submarines, and bombers. At higher levels, you'll gain access to naval destroyers that can sprout legs and walk on land, siege assault bots, ballistic-missile submarines, and much more. Your engineers can also build gigantic artillery pieces that hurl shells across the map to soften up enemy defenses.

In most real-time strategy games, the act of building a factory on the battlefield is an act of utter contrivance, though in the fiction of Supreme Commander, it makes sense. As the game is set thousands of years in the future, humanity has figured out how to transform matter and energy in a way that's similar to the replicators on Star Trek. That means that a single Supreme Commander can take the raw materials of a planet and quickly build factories that churn out war machines. It also simplifies the resource system to the most rudimentary concepts. In Supreme Commander, there is only energy and mass. Both are critical to building a strong economy to churn out hundreds of units. While energy can be obtained through various generators and power plants, mass is restricted to a handful of points on the map where you can build mass extractors that mine the planet's core. The geographic distribution of these mass-extraction points will result in desperate battles to capture and hold large amounts of territory.

The strategic view gives you the big picture, and getting to it is as simple as spinning the scroll wheel on your mouse.

At the same time, it's also possible for defensive players to "turtle up" by building layers of defenses, ranging from walls to ground- and air defensive turrets to energy shields. In that case, the game can often come down to an artillery duel, as both sides attempt to knock out the other through the application of sheer firepower. However, that's what experimental units are for. Experimental units are hugely expensive and time consuming to build, but they're potential game changers. For example, there's the Cybran Monkeylord, a gigantic walking tank armed with a devastating laser; the UEF Fatboy, a mobile factory armed with battleship turrets and an energy shield; and the Aeon Galactic Colossus, an enormous bipedal war machine. One of the most frightening moments in Supreme Commander is when you've set up a good position and think you have the upper hand on the enemy when all of a sudden an experimental unit appears and you realize that while you were building other things, the enemy was concentrating on one of those. Then it's a desperate fight to survive.

The single-player campaign will slowly introduce you to the many concepts in the game, which is good since Supreme Commander has a fairly steep learning curve. The basic concepts are easily understood, but there's so much nuance in the game that it might take a while before you realize the importance of such subtle things as building mass-storage structures around mass extractors to gain a bonus or concentrating engineers on one task to speed production of units at factories. While the three campaigns have only five or six missions each, keep in mind that these are huge missions and you'll average anywhere between two and three hours on each one. In fact, missions can go on for so long that the one thing the game sorely needs is some kind of autosave function, because if you manage to get to the end of a two or three hour battle and lose at the last moment due to a stupid decision, you'll have to start over again from scratch if you forgot to manually save the game midway.

The experimental units are incredibly expensive and time consuming to build, but they can break a deadlock if used properly.

One of the really impressive things about Supreme Commander is that everything in the game is simulated. This makes combat interesting, because inadvertent things can happen. Shoot down a bomber, and it may crash in a forest, setting it afire. Or, take out the Aeon CZAR experimental unit, an enormous flying saucer, and you may briefly cheer before you realize that the flaming wreckage is going to take out half of your base. While the pathfinding gets a little confused at times, the performance of the artificial intelligence is solid, particularly as an opponent. At the medium setting, the AI is fairly passive, though at the more challenging horde and supreme settings, the AI is fairly aggressive and knows how to attack. One particularly nasty tactic that it uses is to set up heavily defended outposts in your territory, fortify them, and then set up artillery to pound your positions.

However, if you practice against the AI, you won't be much prepared for a human opponent, because the AI isn't as nimble or as aggressive as a fellow human. The single-player campaign and the skirmish modes serve as a lengthy tutorial to the concepts of the game, and you'll really have to apply all the lessons and tactics that you learn to compete in multiplayer, which is fun, brutal, and dynamic. Supreme Commander's gameplay lends itself well to the multiplayer realm because it's so wide open. For every move that you can come up with, the enemy can develop a counter. For instance, create a solid defensive line, and the enemy might bypass or simply fly over it, sending gunships to raid your economic base. Focus too long on building an experimental unit, and the enemy might send nuclear missiles or heavy artillery your way. Gas Powered Games' multiplayer browser is fairly robust and makes finding and setting up a game easy, though it'd be nice if it wasn't a separate application. As it is, you must quit Supreme Commander to launch the browser, and the browser automatically launches the game when you join a match.

At the highest detail levels, Supreme Commander is incredible to look at. Seeing dozens, if not hundreds, of air, land, and naval units battling onscreen is amazing, and large battles are littered with smoke trailers, particle effects, and explosions. Meanwhile, watching a nuclear detonation slowly expand, with the shock wave destroying everything in its path and setting off a chain reaction, is bliss. Even more impressive is the ability to pull the camera back far enough to see the entire battlefield. Limited zoom has always been one of the primary frustrations in many RTS games, because you never could feel like you were getting a grasp on the battlefield. But in Supreme Commander, you can pull the zoom back far enough and feel like you're really sitting back in a command bunker somewhere as you watch the military icons that represent your units move and fight onscreen. If you have two monitors, you can keep one zoomed in on the action while the other gives you the strategic view, and it's very cool, though you'll need a fairly advanced video card to support it. The good news is that if you have just one monitor, you can do a split-screen view with one half zoomed on the action and the other giving you the strategic view.

The downside is that Supreme Commander can bring the most modern PCs to their knees. Since the game is keeping track and simulating hundreds of units over such a large area, it doesn't take much before the frame rate will start to stutter. On our test machine with a dual core CPU and 2GB of RAM, we experienced slight pauses on the humongous 81k-by-81k map. On smaller maps with a larger set of AI opponents, the action slowed to a virtual crawl as the system strained to keep up with the action. It's doubtful that a PC has been built yet that can run Supreme Commander's largest map with a full set of AI opponents at high graphics detail. Thankfully, you can adjust the graphical settings quickly and without having to restart the game, so if the battle starts to chug, you can simply go to the options menu and lower the visual detail to smooth out the frame rate.

All of this comes at a steep price in terms of system requirements, as running the game at max detail will require the latest hardware.

Supreme Commander's audio seems a bit muted, though that's probably because you're always watching the action from a considerable distance. The units make all the futuristic whirs and machine noises that you'd expect, though the highlight of the game's audio is the martial music that changes tempo whenever something dramatic happens onscreen.

Still, despite the hardware headaches, Supreme Commander is one of the most impressive real-time strategy games in recent years. This is a game that dares to be big, and it succeeds because it understands what strategy is about. Strategy is more than overwhelming the other side with sheer numbers. Strategy is about maneuvering, it's about applying the right weapon at the right place at the right time, and it's about rewarding creative thinking, and that's what Supreme Commander does.

Supreme Commander Cheats

First to make codes work, set Cheats to "On" in the Skirmish/Multiplayer setup screen. Then hit these key combinations to activate.CheatEffectCTRL + ALT + BBling Bling - Max out your resources, increase Mass/Energy capacity by 10,000.ALT + F2Spawn Menu - Aim where you want to spawn a unit, then hit this and you can spawn any unit under anyone's control.ALT + AToggle Opponent AI - Units will follow orders given before command is used, but commander will not issue anymore.CTRL + DELETEDelete units - Target a unit then delete it.ALT + NToggle Damage - Makes all units in the game invulnerable, including your enemy's.ALT+[T]Teleport Selected UnitCTRL+[K]Kill Selected UnitCTRL+SHIFT+[C]Copy Unit/StructureCTRL+SHIFT+[V]Paste Unit/StructureTeleportTeleport all selected units to the pointer's locationBlingBlingIncrease raw material storage capacity by 10,000 and fill campsSallyShearsToggle full mapNoDamageToggle units causing no more damageKillAllAll units and buildings killed with death animationsDestroyAllAll units and buildings killed without death animationsKillSelected unit / building killed with death animationDestroySelected unit / building killed without death animationPopupCreationMenuShows Unit Creation menuSetFocusArmyPlayerTake over specified player (-1 is spectators)Sim_gravityChange gravity (4.9 is default)SetArmyColorChange player colorDamageUnitDamage indicated unit (negative value healsai_freebuildUnits and buildings immediately built and research immediately completedai_instabuildUnits / buildings / research become freeRenameUnitNames selected unitIN_BindKeyAssigns console command to keyIN_DumpKeyNamesShows all key bindingsWLD_gamespeedChange game speedWLD_resetsimrateSet game speed to default valueWLD_increasesimrateIncrease game speed by 1WLD_decreasesimrateDecrease game speed by 1

Supreme Commander Game Walkthrough

/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
!+------------------------------+!
!|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 w 
                    

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