Your units
Humanity has 20 units, built by four buildings of your mothership: the Barracks, the Factory, the Aeronautical Shipyard and the Command Center. This page presents them one by one, with their figures, their role, their abilities and the AI units they are most effective against.
How to read a unit card
Each card shows the values the game uses. The prerequisites are the buildings and technologies you must own to start production. The cost is paid when production starts, the build time is that of a level 1 producing building on a server at speed ×1, and the upkeep is taken every hour as long as the unit exists.
The combat values follow the rules of the Combat page. The armour gives the unit's target category, in brackets; the preferred targets are the categories it hits at full power. The effective against line lists the AI units that fall into these categories and whose armour does not reduce its damage.
| Unit | Building | HP | ATK | DEF | Speed | Range | Armour | Damage |
|---|---|---|---|---|---|---|---|---|
| Soldier | Barracks | 50 | 15 | 6 | 5 | 1 | Light | Ballistic |
| Scout | Barracks | 30 | 8 | 3 | 7 | 1 | Light | Ballistic |
| Rocket Launcher | Barracks | 40 | 36 | 6 | 5 | 2 | Light | Piercing |
| Mechanical Skeleton | Barracks | 90 | 14 | 30 | 10 | 1 | Light | Ballistic |
| Humanoid Robot | Barracks | 150 | 28 | 28 | 10 | 2 | Armoured | Ballistic |
| Rocket Robot | Barracks | 120 | 50 | 16 | 10 | 3 | Armoured | Piercing |
| Cybernetic Commander | Barracks | 200 | 32 | 48 | 10 | 2 | Armoured | Ballistic |
| Armed Buggy | Factory | 100 | 24 | 8 | 20 | 2 | Light | Ballistic |
| Armored Transport | Factory | 200 | 0 | 25 | 20 | 0 | Armoured | Ballistic |
| Light Tank | Factory | 350 | 40 | 40 | 12 | 3 | Armoured | Explosive |
| Heavy Tank | Factory | 600 | 50 | 80 | 10 | 3 | Armoured | Explosive |
| Heavy Assault Tank | Factory | 1,000 | 110 | 40 | 9 | 4 | Armoured | Explosive |
| Reconnaissance Drone | Shipyard | 20 | 0 | 2 | 25 | 0 | Evasive | Ballistic |
| Fighter | Shipyard | 120 | 48 | 14 | 23 | 3 | Evasive | Ballistic |
| Bomber | Shipyard | 200 | 72 | 16 | 22 | 4 | Evasive | Explosive |
| War Vessel | Shipyard | 800 | 90 | 90 | 22 | 5 | Armoured | Piercing + Explosive |
| Strategic Bomber | Shipyard | 500 | 150 | 22 | 20 | 5 | Evasive | Explosive |
| Admiral Vessel | Command Center | 3,000 | 90 | 125 | 18 | 6 | Armoured | Piercing + Explosive |
| Shield Vessel | Command Center | 2,000 | 0 | 80 | 18 | 0 | Armoured | Ballistic |
| Colonial Vessel | Command Center | 500 | 0 | 20 | 20 | 0 | Armoured | Ballistic |
Building and maintaining an army
Each producing building has its own production queue. If you build several Barracks, each has its own queue: that is the way to train faster. Each level of the building beyond the first reduces the build time by 2 %. A building that is out of service or switched off pauses its queue.
Combat units fire ammunition made by the Armory: one round per unit and per combat turn. A unit without ammunition does not fire; a force leaving on an attack takes its own and brings back the rest. The Armory level is also the main prerequisite of advanced units.
Upkeep is the real ceiling of your army. Human infantry eats food, robots and vehicles mostly consume energy and iron. If a resource falls to zero with a negative production, your buildings shut down, then starvation kills units. Before launching a big production run, check the net production shown at the top of the screen.
The Barracks: infantry
The Barracks trains infantry: cheap units that are quick to produce, classed as « infantry » targets. They walk slowly, unless an Armored Transport carries them.
Soldier
- Producing building
- Barracks
- Prerequisites
- none
- Cost
- 40 Energy · 160 Iron · 100 Food
- Build time (level 1, speed ×1)
- 20 min
- Upkeep per hour
- 1 Food
- HP · ATK · DEF
- 50 · 15 · 6
- Speed · range · zone
- 5 tiles/h · 1 · 1
- Armour (category)
- Light (Infantry)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Light vehicles
- Ammunition
- Cartridges
- Effective against
- Robotic Sentinel, Assault Robot, Infiltrator Commando
The Soldier is the first unit of the game, available without any prerequisite. Ballistic, it targets infantry and light vehicles: it does the job against the Robotic Sentinels of the early game, but loses a large part of its damage against anything armoured. In large numbers, it remains useful in a garrison.
Scout
- Producing building
- Barracks
- Prerequisites
- Resource Scanner
- Cost
- 60 Energy · 120 Iron · 20 Silicium · 80 Food
- Build time (level 1, speed ×1)
- 20 min
- Upkeep per hour
- 1 Food
- HP · ATK · DEF
- 30 · 8 · 3
- Speed · range · zone
- 7 tiles/h · 1 · 1
- Armour (category)
- Light (Infantry)
- Damage type
- Ballistic
- Preferred targets
- Infantry
- Ammunition
- Cartridges
- Stealthy
- yes
- Effective against
- Robotic Sentinel, Assault Robot, Infiltrator Commando
The Scout is a reconnaissance unit: it brings 3 vision points to spying and exploration missions, and counts in your counter-intelligence when it stays on board. It is stealthy: a force made only of stealth units is spotted by the AI only at very short range. It requires level 3 of the common research trunk.
Rocket Launcher
- Producing building
- Barracks
- Prerequisites
- Armory level 1
- Cost
- 100 Energy · 300 Iron · 60 Silicium · 120 Food
- Build time (level 1, speed ×1)
- 23 min
- Upkeep per hour
- 1 Energy · 1 Food
- HP · ATK · DEF
- 40 · 36 · 6
- Speed · range · zone
- 5 tiles/h · 2 · 1
- Armour (category)
- Light (Infantry)
- Damage type
- Piercing
- Preferred targets
- Vehicles, Aircraft
- Ammunition
- Rockets
- Effective against
- Spy Drone, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Combat Drone, Interceptor, AI Fighter, AI Bomber, Constructor, Nano Swarm, Capital Ship, The Guardian
The Rocket Launcher is the first answer to armoured and aerial units: its piercing damage loses nothing against them, and it targets precisely these two categories. Fragile, it must be protected by other units that can take hits.
Mechanical Skeleton
- Producing building
- Barracks
- Prerequisites
- Armory level 3
- Cost
- 200 Energy · 400 Iron · 100 Silicium · 60 Food
- Build time (level 1, speed ×1)
- 25 min
- Upkeep per hour
- 1 Energy · 1 Iron · 1 Food
- HP · ATK · DEF
- 90 · 14 · 30
- Speed · range · zone
- 10 tiles/h · 1 · 1
- Armour (category)
- Light (Infantry)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Light vehicles
- Ammunition
- Cartridges
- Effective against
- Robotic Sentinel, Assault Robot, Infiltrator Commando
The Mechanical Skeleton is a defender: its DEF is twice its ATK, which makes it an excellent garrison pillar, since DEF is what ripostes when your ship is attacked. Its upkeep stays light.
Humanoid Robot
- Producing building
- Barracks
- Prerequisites
- Armory level 5
- Cost
- 400 Energy · 600 Iron · 300 Silicium
- Build time (level 1, speed ×1)
- 35 min
- Upkeep per hour
- 2 Energy · 2 Iron
- HP · ATK · DEF
- 150 · 28 · 28
- Speed · range · zone
- 10 tiles/h · 2 · 1
- Armour (category)
- Armoured (Infantry)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Vehicles
- Ammunition
- Advanced Mags
- Effective against
- Robotic Sentinel, Assault Robot, Infiltrator Commando
The Humanoid Robot is the first armoured infantry: it resists ballistic damage and targets infantry as well as vehicles. Versatile, it needs no food at all, which greatly lightens the upkeep of a large army.
Rocket Robot
- Producing building
- Barracks
- Prerequisites
- Armory level 7
- Cost
- 600 Energy · 800 Iron · 400 Silicium
- Build time (level 1, speed ×1)
- 45 min
- Upkeep per hour
- 2 Energy · 2 Iron
- HP · ATK · DEF
- 120 · 50 · 16
- Speed · range · zone
- 10 tiles/h · 3 · 1
- Armour (category)
- Armoured (Infantry)
- Damage type
- Piercing
- Preferred targets
- Vehicles, Structures
- Ammunition
- Rockets
- Effective against
- Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian
The Rocket Robot hits hard and far: piercing damage, range 3, vehicle and structure targets. It fires before most AI units and stays effective against armoured units as well as against VM buildings.
Cybernetic Commander
- Producing building
- Barracks
- Prerequisites
- Armory level 13, Command Center level 13
- Cost
- 1,600 Energy · 2,400 Iron · 1,800 Silicium · 400 Food
- Build time (level 1, speed ×1)
- 1 h
- Upkeep per hour
- 3 Energy · 2 Iron · 3 Food
- HP · ATK · DEF
- 200 · 32 · 48
- Speed · range · zone
- 10 tiles/h · 2 · 1
- Armour (category)
- Armoured (Infantry)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Vehicles
- Ammunition
- Advanced Mags
- Effective against
- Robotic Sentinel, Assault Robot, Infiltrator Commando
The Cybernetic Commander carries an aura: as long as it is alive, every allied unit in the combat gains +15 % ATK and +10 % DEF. Two Commanders do not add up their auras, but a Commander adds to the Admiral Vessel. It requires a high-level Armory and Command Center.
The Factory: vehicles
The Factory produces vehicles: more expensive, tougher, often with a longer range. Heavy tanks carry area damage, which hits a whole enemy stack.
Armed Buggy
- Producing building
- Factory
- Prerequisites
- none
- Cost
- 160 Energy · 360 Iron · 30 Silicium
- Build time (level 1, speed ×1)
- 30 min
- Upkeep per hour
- 1 Energy · 2 Iron · 2 Food
- HP · ATK · DEF
- 100 · 24 · 8
- Speed · range · zone
- 20 tiles/h · 2 · 1
- Armour (category)
- Light (Light vehicles)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Light vehicles
- Ammunition
- Cartridges
- Effective against
- Robotic Sentinel, Assault Robot, Infiltrator Commando
The Armed Buggy is one of the fastest ground units. Ballistic, it targets infantry and light vehicles: it is a good Robotic Sentinel hunter and a reinforcement that quickly reaches an ally under attack.
Armored Transport
- Producing building
- Factory
- Prerequisites
- none
- Cost
- 150 Energy · 270 Iron · 30 Silicium
- Build time (level 1, speed ×1)
- 33 min
- Upkeep per hour
- 2 Energy · 2 Iron · 2 Food
- HP · ATK · DEF
- 200 · 0 · 25
- Speed · range · zone
- 20 tiles/h · 0 · 1
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Light vehicles
- Ammunition
- Cartridges
The Armored Transport does not fight: it carries up to 10 Barracks units, which then travel at its speed (20 tiles per hour) instead of their own. A force moves at the speed of its slowest unit: a few transports are enough to speed up a whole infantry army. It can also join a reconnaissance mission to carry Scouts.
Light Tank
- Producing building
- Factory
- Prerequisites
- Armory level 9
- Cost
- 600 Energy · 1,800 Iron · 225 Silicium
- Build time (level 1, speed ×1)
- 40 min
- Upkeep per hour
- 3 Energy · 4 Iron · 4 Food
- HP · ATK · DEF
- 350 · 40 · 40
- Speed · range · zone
- 12 tiles/h · 3 · 1
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Explosive
- Preferred targets
- Vehicles, Infantry, Structures
- Ammunition
- Shells
- Effective against
- Robotic Sentinel, Heavy Sentinel, Assault Robot, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian
The Light Tank is the first line vehicle: explosive damage, range 3, vehicle, infantry and structure targets. Explosive against armour, it loses nothing against AI Armored units and Heavy Sentinels: it is the versatile answer of the mid game.
Heavy Tank
- Producing building
- Factory
- Prerequisites
- Armory level 11
- Cost
- 900 Energy · 2,175 Iron · 375 Silicium
- Build time (level 1, speed ×1)
- 1 h 15 min
- Upkeep per hour
- 6 Energy · 6 Iron · 4 Food
- HP · ATK · DEF
- 600 · 50 · 80
- Speed · range · zone
- 10 tiles/h · 3 · 2
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Explosive
- Preferred targets
- Vehicles, Structures
- Ammunition
- Shells
- Effective against
- Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian
The Heavy Tank takes hits: high HP and DEF, area damage 2. It targets vehicles and structures and forms the heart of a solid garrison as well as of a siege. The Combat page details a worked example that pits it against the Soldier facing AI Armored units.
Heavy Assault Tank
- Producing building
- Factory
- Prerequisites
- Armory level 13
- Cost
- 2,250 Energy · 7,500 Iron · 1,200 Silicium
- Build time (level 1, speed ×1)
- 2 h
- Upkeep per hour
- 8 Energy · 8 Iron · 6 Food
- HP · ATK · DEF
- 1,000 · 110 · 40
- Speed · range · zone
- 9 tiles/h · 4 · 3
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Explosive
- Preferred targets
- Vehicles, Structures
- Ammunition
- Shells
- Effective against
- Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian
The Heavy Assault Tank is the ground breakthrough weapon: very high ATK, range 4, zone 3. Its DEF is more modest: it is an attack unit, not a garrison one.
The Aeronautical Shipyard: aerial units and vessels
The Shipyard produces the fastest units of the game. Aerial units have evasive armour: part of the enemy shots miss them, but the AI's explosive damage only loses a little against them.
Reconnaissance Drone
- Producing building
- Shipyard
- Prerequisites
- Coordination Network
- Cost
- 120 Energy · 225 Iron · 105 Silicium
- Build time (level 1, speed ×1)
- 15 min
- Upkeep per hour
- 1 Energy · 1 Iron · 1 Silicium
- HP · ATK · DEF
- 20 · 0 · 2
- Speed · range · zone
- 25 tiles/h · 0 · 1
- Armour (category)
- Evasive (Aircraft)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Light vehicles
- Ammunition
- Cartridges
- Stealthy
- yes
The Reconnaissance Drone is the best intelligence unit: 5 vision points, very fast, stealthy. It spies on AI VMs, explores ship wrecks and strengthens your counter-intelligence. It requires the last level of the common trunk.
Fighter
- Producing building
- Shipyard
- Prerequisites
- Armory level 13
- Cost
- 750 Energy · 2,100 Iron · 675 Silicium
- Build time (level 1, speed ×1)
- 50 min
- Upkeep per hour
- 2 Energy · 2 Iron · 1 Silicium
- HP · ATK · DEF
- 120 · 48 · 14
- Speed · range · zone
- 23 tiles/h · 3 · 1
- Armour (category)
- Evasive (Aircraft)
- Damage type
- Ballistic
- Preferred targets
- Aircraft, Vehicles
- Ammunition
- Missiles
- Effective against
- Spy Drone, Combat Drone, Interceptor, AI Fighter, AI Bomber, Nano Swarm
The Fighter is your anti-air unit: it targets aerial units and vehicles and dodges better than other aerial units. Essential as soon as the AI fields Combat Drones and Interceptors.
Bomber
- Producing building
- Shipyard
- Prerequisites
- Armory level 15
- Cost
- 1,050 Energy · 2,175 Iron · 825 Silicium
- Build time (level 1, speed ×1)
- 1 h 30 min
- Upkeep per hour
- 3 Energy · 3 Iron · 2 Silicium
- HP · ATK · DEF
- 200 · 72 · 16
- Speed · range · zone
- 22 tiles/h · 4 · 3
- Armour (category)
- Evasive (Aircraft)
- Damage type
- Explosive
- Preferred targets
- Structures, Vehicles
- Ammunition
- Missiles
- Effective against
- Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Constructor, Capital Ship, The Guardian
The Bomber hits structures and vehicles with zone 3 explosive damage. Fast, it is ideal for sieges, provided it is protected from Interceptors.
War Vessel
- Producing building
- Shipyard
- Prerequisites
- Armory level 16
- Cost
- 4,500 Energy · 12,000 Iron · 6,000 Silicium
- Build time (level 1, speed ×1)
- 3 h
- Upkeep per hour
- 5 Energy · 5 Iron · 2 Silicium · 10 Food
- HP · ATK · DEF
- 800 · 90 · 90
- Speed · range · zone
- 22 tiles/h · 5 · 1
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Piercing + Explosive
- Preferred targets
- Aircraft, Vehicles, Structures
- Ammunition
- Torpedoes
- Effective against
- Spy Drone, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Combat Drone, Interceptor, AI Fighter, AI Bomber, Constructor, Nano Swarm, Capital Ship, The Guardian
The War Vessel combines piercing and explosive damage (the better one applies to each target), a range of 5 and the HP of a ship. It targets aerial units, vehicles and structures: it is the centrepiece of late-game fleets.
Strategic Bomber
- Producing building
- Shipyard
- Prerequisites
- Armory level 18
- Cost
- 7,500 Energy · 18,000 Iron · 9,000 Silicium
- Build time (level 1, speed ×1)
- 4 h
- Upkeep per hour
- 8 Energy · 6 Iron · 3 Silicium · 5 Food
- HP · ATK · DEF
- 500 · 150 · 22
- Speed · range · zone
- 20 tiles/h · 5 · 4
- Armour (category)
- Evasive (Aircraft)
- Damage type
- Explosive
- Preferred targets
- Structures
- Ammunition
- Missiles
- Effective against
- the AI's buildings and towers
The Strategic Bomber only targets structures, with the largest zone in the game. Against units, it only strikes at reduced power: it is used to bring down VM buildings and towers, behind an escort that deals with the garrison.
The Command Center: special units
The Command Center builds three unique vessels, unlocked by the Technology branch of research. Their number is limited per mothership, missions in progress included.
Admiral Vessel
- Producing building
- Command Center
- Prerequisites
- Command Center level 16, Armory level 20, Advanced Engineering
- Cost
- 22,500 Energy · 45,000 Iron · 22,500 Silicium · 7,500 Food
- Build time (level 1, speed ×1)
- 8 h
- Upkeep per hour
- 15 Energy · 10 Iron · 15 Silicium · 10 Food
- HP · ATK · DEF
- 3,000 · 90 · 125
- Speed · range · zone
- 18 tiles/h · 6 · 1
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Piercing + Explosive
- Preferred targets
- Aircraft, Vehicles, Structures
- Ammunition
- Torpedoes
- Limit
- 1 per mothership
- Effective against
- Spy Drone, Mobile Turret, AI Armored, Siege Ram, Mechanical Colossus, Combat Drone, Interceptor, AI Fighter, AI Bomber, Constructor, Nano Swarm, Capital Ship, The Guardian
The Admiral Vessel is the best support unit of the game: its aura gives +25 % ATK and +20 % DEF to every allied unit in the combat, and a force that takes it along travels 30 % faster. It also has the longest range in the game, tied with the AI's Guardian. Only one per mothership: do not lose it.
Shield Vessel
- Producing building
- Command Center
- Prerequisites
- Command Center level 16, Armory level 20, Defense Techniques
- Cost
- 12,000 Energy · 22,500 Iron · 16,500 Silicium
- Build time (level 1, speed ×1)
- 4 h
- Upkeep per hour
- 20 Energy · 10 Iron · 10 Silicium · 5 Food
- HP · ATK · DEF
- 2,000 · 0 · 80
- Speed · range · zone
- 18 tiles/h · 0 · 1
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Ballistic
- Preferred targets
- Aircraft, Vehicles
- Ammunition
- Missiles
- Limit
- 2 per mothership
The Shield Vessel does not attack: it brings a shield reserve of 5,000 points, which recharges on its own and absorbs damage when your ship is attacked. You can have 2 per mothership. With the Defense 7 research, your nearby allies' shield vessels also reinforce your defence.
Colonial Vessel
- Producing building
- Command Center
- Prerequisites
- Command Center level 10, Research Center level 6, Colonization
- Cost
- 20,000 Energy · 40,000 Iron · 8,000 Silicium · 14,000 Food
- Build time (level 1, speed ×1)
- 12 h
- Upkeep per hour
- —
- HP · ATK · DEF
- 500 · 0 · 20
- Speed · range · zone
- 20 tiles/h · 0 · 1
- Armour (category)
- Armoured (Vehicles)
- Damage type
- Ballistic
- Preferred targets
- Infantry, Light vehicles
- Ammunition
- Cartridges
- Limit
- 1 per mothership
The Colonial Vessel founds a new mothership on a free tile you can see. Each mothership can found up to 3 colonies, one at a time; colony N costs N times the price and carries a dowry of 1,000 × N of each resource. A sufficient tonnage is also needed, the sum of the levels of your interior buildings weighted by their upkeep: 180, 360 then 540 points. The vessel travels at 20 tiles per hour; if the tile is taken on arrival, it comes back and everything is returned to you.
Building your army
No unit wins alone. A good army mixes units that take hits (high DEF and HP: Mechanical Skeleton, Heavy Tank), units that strike (Rocket Robot, Heavy Assault Tank, Bomber) and units that cover each category of the AI: infantry, vehicles, aerial units.
- In a garrison, favour DEF: it is what ripostes. The Mechanical Skeleton, the Heavy Tank and the Cybernetic Commander make excellent defenders.
- When attacking, favour ATK and range: long-range units fire before the riposte of short-range ones.
- Against AI armour, avoid all-ballistic armies: piercing and explosive damage lose nothing against it.
- Against AI aerial units, bring Rocket Launchers, Fighters or War Vessels.
- For sieges, add units that target structures, and auras for the whole force.