Structures [ Structures | Land Units | Air Units | Naval Units ]
Land Units [ Structures | Land Units | Air Units | Naval Units ]
Air Units [ Structures | Land Units | Air Units | Naval Units ]
Naval Units [ Structures | Land Units | Air Units | Naval Units ]
Land Factory (Type: T1 Land Factory)
Upgrades: T2 Land Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4500
Build Cost: 2100E | 240M
Build Rate (per second): 35E | 4M
Storage: 400E | 80M
Description: The land factory is necessary to amass a land-based army, and it also creates engineers. Since it's the cheapest factory available it usually gets built first. When power generators, mass extractors, or mass fabricators are built next to it, the cost for building units goes down; but it takes damage if any structures connected to it are destroyed.
Upgrades: T2 Land Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4500
Build Cost: 2100E | 240M
Build Rate (per second): 35E | 4M
Storage: 400E | 80M
Description: The land factory is necessary to amass a land-based army, and it also creates engineers. Since it's the cheapest factory available it usually gets built first. When power generators, mass extractors, or mass fabricators are built next to it, the cost for building units goes down; but it takes damage if any structures connected to it are destroyed.
Air Factory (Type: T1 Air Factory)
Upgrades: T2 Air Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4500
Build Cost: 2400E | 240M
Build Rate (per second): 30E | 3M
Storage: 400E | 80M
Description: The same as the land factories except it produces air units. It works well with extractors and generators and creates engineers like the other factories.
Upgrades: T2 Air Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4500
Build Cost: 2400E | 240M
Build Rate (per second): 30E | 3M
Storage: 400E | 80M
Description: The same as the land factories except it produces air units. It works well with extractors and generators and creates engineers like the other factories.
Naval Factory (Type: T1 Naval Factory)
Upgrades: T2 Naval Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4500
Build Cost: 1500E | 300M
Build Rate (per second): 25E | 5M
Storage: 400E | 80M
Description: Build this factory near a coastline to give you access to naval units and engineers. Unlike the other two factories, naval factories do not connect to power generators, mass extractors, or mass fabricators.
Upgrades: T2 Naval Factory
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4500
Build Cost: 1500E | 300M
Build Rate (per second): 25E | 5M
Storage: 400E | 80M
Description: Build this factory near a coastline to give you access to naval units and engineers. Unlike the other two factories, naval factories do not connect to power generators, mass extractors, or mass fabricators.
Mass Extractor (Type: T1 Mass Extractor)
Upgrades: T2 Mass Extractor (After T2 Factory upgrade)
Built By: T1 Engineer | ACU
Health: 1200
Build Cost: 360E | 36M
Build Rate (per second): 30E | 3M
Yield: -2E | 2M
Description: The only way to collect mass off deposit targets is with the Mass Extractor. Surround it with mass storage to increase its mass yield or with power generators to decrease its energy yield.
Upgrades: T2 Mass Extractor (After T2 Factory upgrade)
Built By: T1 Engineer | ACU
Health: 1200
Build Cost: 360E | 36M
Build Rate (per second): 30E | 3M
Yield: -2E | 2M
Description: The only way to collect mass off deposit targets is with the Mass Extractor. Surround it with mass storage to increase its mass yield or with power generators to decrease its energy yield.
Mass Fabricator (Type: T1 Mass Fabricator)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 360
Build Cost: 1000E
Build Rate (per second): 40E
Yield: -40E | 1M
Description: The T1 mass fabricator yields a very small amount of mass given how much energy it uses. If surrounded with mass storage, it will yield more.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 360
Build Cost: 1000E
Build Rate (per second): 40E
Yield: -40E | 1M
Description: The T1 mass fabricator yields a very small amount of mass given how much energy it uses. If surrounded with mass storage, it will yield more.
Power Generator (Type: T1 Power Generator)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 720
Build Cost: 750E | 75M
Build Rate (per second): 30E | 3M
Yield: 20E
Description: The T1 Power Generator is the only way to collect energy early in the game. They lower energy yields for extractors and factories, when connected, and generate energy wherever they are built. When surrounded with energy storage they yield more energy.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 720
Build Cost: 750E | 75M
Build Rate (per second): 30E | 3M
Yield: 20E
Description: The T1 Power Generator is the only way to collect energy early in the game. They lower energy yields for extractors and factories, when connected, and generate energy wherever they are built. When surrounded with energy storage they yield more energy.
Mass Storage (Type: T1 Mass Storage)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 1600
Build Cost: 1200E | 160M
Build Rate (per second): 30E | 4M
Storage: 500M
Description: The mass storage structure boosts available space for mass and can boost the mass yield for extractors and fabricators, when they are connected.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 1600
Build Cost: 1200E | 160M
Build Rate (per second): 30E | 4M
Storage: 500M
Description: The mass storage structure boosts available space for mass and can boost the mass yield for extractors and fabricators, when they are connected.
Energy Storage (Type: T1 Energy Storage)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 1200
Build Cost: 2400E | 120M
Build Rate (per second): 60E | 3M
Storage: 2000E
Description: The energy storage structure boosts available space for energy and can boost the energy yield for generators, when they are connected.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 1200
Build Cost: 2400E | 120M
Build Rate (per second): 60E | 3M
Storage: 2000E
Description: The energy storage structure boosts available space for energy and can boost the energy yield for generators, when they are connected.
Hydrocarbon Power Plant (Type: T1 Hydrocarbon Power Plant)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 2880
Build Cost: 800E | 160M
Build Rate (per second): 10E | 2M
Yield: 100E
Description: The low-priced Hydrocarbon Power Plant is equal to the power of five T1 Power Gens and is a good energy source early in the game. It can only be built on top of hydrocarbon deposits.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 2880
Build Cost: 800E | 160M
Build Rate (per second): 10E | 2M
Yield: 100E
Description: The low-priced Hydrocarbon Power Plant is equal to the power of five T1 Power Gens and is a good energy source early in the game. It can only be built on top of hydrocarbon deposits.
Wall Section (Type: T1 Wall Section)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 4000
Build Cost: 10E | 2M
Build Rate (per second): 5E | 1M
Storage/Yield: N/A
Description: The wall is inexpensive, tough, and is a great buffer zone between your defenses and enemy land units.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU
Health: 4000
Build Cost: 10E | 2M
Build Rate (per second): 5E | 1M
Storage/Yield: N/A
Description: The wall is inexpensive, tough, and is a great buffer zone between your defenses and enemy land units.
Erupter (Type: T1 Point Defense)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 850
Build Cost: 2000E | 250M
Build Rate (per second): 40E | 5M
Storage/Yield: N/A
Description: T1 Point Defenses are the only immediate defense to enemy land units. Build walls between them and your enemy to decrease damage to these defenses. They are defenseless against air units that can attack the land.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 850
Build Cost: 2000E | 250M
Build Rate (per second): 40E | 5M
Storage/Yield: N/A
Description: T1 Point Defenses are the only immediate defense to enemy land units. Build walls between them and your enemy to decrease damage to these defenses. They are defenseless against air units that can attack the land.
Seeker (Type: T1 Anti-Air Turret)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 1200
Build Cost: 2000E | 200M
Build Rate (per second): 40E | 4M
Storage/Yield: N/A
Description: The AA turret is the only early defense against air units and is defensless against land attacks.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 1200
Build Cost: 2000E | 200M
Build Rate (per second): 40E | 4M
Storage/Yield: N/A
Description: The AA turret is the only early defense against air units and is defensless against land attacks.
Tide (Type: T1 Torpedo Launcher)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4700
Build Cost: 4000E | 600M
Build Rate (per second): 40E | 6M
Storage/Yield: N/A
Description: The Torpedo Launcher is the main defense against the enemy navy.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 4700
Build Cost: 4000E | 600M
Build Rate (per second): 40E | 6M
Storage/Yield: N/A
Description: The Torpedo Launcher is the main defense against the enemy navy.
Radar System (Type: T1 Radar System)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 10
Build Cost: 720E | 80M
Build Rate (per second): 45E | 5M
Yield: -20E
Description: The T1 radar has a short range but is helpful. Build defensive structures around it if needed.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 10
Build Cost: 720E | 80M
Build Rate (per second): 45E | 5M
Yield: -20E
Description: The T1 radar has a short range but is helpful. Build defensive structures around it if needed.
Sonar System (Type: T1 Sonar System)
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 500
Build Cost: 544E | 64M
Build Rate (per second): 34E | 4M
Yield: -10E
Description: The Sonar System is a big help around naval factories and is tough to get past when supported by torpedo launchers, point defenses, and radar.
Upgrades: None
Built By: T1,T2,T3 Engineer | SCU | ACU
Health: 500
Build Cost: 544E | 64M
Build Rate (per second): 34E | 4M
Yield: -10E
Description: The Sonar System is a big help around naval factories and is tough to get past when supported by torpedo launchers, point defenses, and radar.
Land Units [ Structures | Land Units | Air Units | Naval Units ]
Engineer (Type: T1 Engineer)
Upgrades: None
Built At: Land | Air | Naval | Tempest
Health: 106
Build Cost: 300E | 45M
Build Rate (per second): 20E | 3M
Storage: 5E | 1M
Description: Engineers are a necessity to build more and faster. These T1 engineers can only build T1 structures but can assist everything else.
Upgrades: None
Built At: Land | Air | Naval | Tempest
Health: 106
Build Cost: 300E | 45M
Build Rate (per second): 20E | 3M
Storage: 5E | 1M
Description: Engineers are a necessity to build more and faster. These T1 engineers can only build T1 structures but can assist everything else.
Spirit (Type: T1 Land Scout)
Upgrades: None
Built At: Land
Health: 23
Build Cost: 40E | 8M
Build Rate (per second): 10E | 2M
Storage/Yield: N/A
Description: The Aeon land scout is fast and useful at in collecting info early in the game.
Upgrades: None
Built At: Land
Health: 23
Build Cost: 40E | 8M
Build Rate (per second): 10E | 2M
Storage/Yield: N/A
Description: The Aeon land scout is fast and useful at in collecting info early in the game.
Flare (Type: T1 Light Assault Bot)
Upgrades: None
Built At: Land
Health: 105
Build Cost: 140E | 28M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: Light assault bots are quick, inexpensive, and great for harassing enemy Engineers early in the game.
Upgrades: None
Built At: Land
Health: 105
Build Cost: 140E | 28M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: Light assault bots are quick, inexpensive, and great for harassing enemy Engineers early in the game.
Aurora (Type: T1 Light Tank)
Upgrades: None
Built At: Land
Health: 170
Build Cost: 260E | 52M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: The Aurora is a good early game unit and works well when combined with other T1 units.
Upgrades: None
Built At: Land
Health: 170
Build Cost: 260E | 52M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: The Aurora is a good early game unit and works well when combined with other T1 units.
Fervor (Type: T1 Mobile Light Artillery)
Upgrades: None
Built At: Land
Health: 150
Build Cost: 180E | 36M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: The T1 mobile light artillery is slow and gets its butt kicked at short range, but is a great support unit early in the game. It almost always needs protection from enemy tanks and assault bots and air units which makes it a poor individual unit.
Upgrades: None
Built At: Land
Health: 150
Build Cost: 180E | 36M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: The T1 mobile light artillery is slow and gets its butt kicked at short range, but is a great support unit early in the game. It almost always needs protection from enemy tanks and assault bots and air units which makes it a poor individual unit.
Thistle (Type: T1 Mobile Anti-Air Gun)
Upgrades: None
Built At: Land
Health: 205
Build Cost: 140E | 28M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: Mobile AA guns are the only T1 land unit that can attack air units so they are usually used to support other units or to defend against early air attacks.
Upgrades: None
Built At: Land
Health: 205
Build Cost: 140E | 28M
Build Rate (per second): 20E | 4M
Storage/Yield: N/A
Description: Mobile AA guns are the only T1 land unit that can attack air units so they are usually used to support other units or to defend against early air attacks.
Air Units [ Structures | Land Units | Air Units | Naval Units ]
Mirage (Type: T1 Air Scout)
Upgrades: None
Built At: Air | Keefer
Health: 3
Build Cost: 640E | 16M
Build Rate (per second): 40E | 1M
Storage/Yield: N/A
Description: The Air Scout is a great for spying and dying, unless it is flying in friendly territory. They build quickly and are great for spying out an area, especially before attacking it.
Upgrades: None
Built At: Air | Keefer
Health: 3
Build Cost: 640E | 16M
Build Rate (per second): 40E | 1M
Storage/Yield: N/A
Description: The Air Scout is a great for spying and dying, unless it is flying in friendly territory. They build quickly and are great for spying out an area, especially before attacking it.
Conservator (Type: T1 Interceptor)
Upgrades: None
Built At: Air | Keefer
Health: 18
Build Cost: 2280E | 38M
Build Rate (per second): 60E | 1M
Storage/Yield: N/A
Description: The Interceptor is an air killer and not a bad scout either, but is defensless against land units and AA defenses.
Upgrades: None
Built At: Air | Keefer
Health: 18
Build Cost: 2280E | 38M
Build Rate (per second): 60E | 1M
Storage/Yield: N/A
Description: The Interceptor is an air killer and not a bad scout either, but is defensless against land units and AA defenses.
Shimmer (Type: T1 Attack Bomber)
Upgrades: None
Built At: Air | Keefer
Health: 18
Build Cost: 2880E | 144M
Build Rate (per second): 60E | 3M
Storage/Yield: N/A
Description: Attack Bombers can only attack land and can do lots of damage when used in squads of 5 or more. They are also very useful for early enemy harassment and softening up land units without AA protection.
Upgrades: None
Built At: Air | Keefer
Health: 18
Build Cost: 2880E | 144M
Build Rate (per second): 60E | 3M
Storage/Yield: N/A
Description: Attack Bombers can only attack land and can do lots of damage when used in squads of 5 or more. They are also very useful for early enemy harassment and softening up land units without AA protection.
Chariot (Type: T1 Light Air Transport)
Upgrades: None
Built At: Air | Keefer
Health: 90
Build Cost: 1386E | 45M
Build Rate (per second): 80E | 2M
Storage/Yield: N/A
Description: Light transports are great for landing units into enemy territory across water or mountains, and you can set up ferrying points for non-stop transporting of land units from factories.
Upgrades: None
Built At: Air | Keefer
Health: 90
Build Cost: 1386E | 45M
Build Rate (per second): 80E | 2M
Storage/Yield: N/A
Description: Light transports are great for landing units into enemy territory across water or mountains, and you can set up ferrying points for non-stop transporting of land units from factories.
Naval Units [ Structures | Land Units | Air Units | Naval Units ]
Shard (Type: T1 Attack Boat)
Upgrades: None
Built At: Naval | Tempest
Health: 500
Build Cost: 1200E | 120M
Build Rate (per second): 30E | 3M
Storage/Yield: N/A
Description: The Aeon attack boat is a good anti-air boat, but team it with some attack subs or frigates for protection from the enemy navy.
Upgrades: None
Built At: Naval | Tempest
Health: 500
Build Cost: 1200E | 120M
Build Rate (per second): 30E | 3M
Storage/Yield: N/A
Description: The Aeon attack boat is a good anti-air boat, but team it with some attack subs or frigates for protection from the enemy navy.
Sylph (Type: T1 Attack Submarine)
Upgrades: None
Built At: Naval | Tempest
Health: 1000
Build Cost: 2500E | 560M
Build Rate (per second): 25E | 5M
Storage/Yield: N/A
Description: Attack Submarines carry torpedo launchers for protection against boats and can be 'surfaced' to use guns against more than just boats.
Upgrades: None
Built At: Naval | Tempest
Health: 1000
Build Cost: 2500E | 560M
Build Rate (per second): 25E | 5M
Storage/Yield: N/A
Description: Attack Submarines carry torpedo launchers for protection against boats and can be 'surfaced' to use guns against more than just boats.
Beacon Class (Type: T1 Frigate)
Upgrades: None
Built At: Naval | Tempest
Health: 1800
Build Cost: 2900E | 290M
Build Rate (per second): 40E | 4M
Storage/Yield: N/A
Description: The Frigate is a great all-around unit with its own radar and sonar it can spot incoming enemy units. It also has AA guns and cannons for other naval and land units. Its only real weakness are enemy Subs.
Upgrades: None
Built At: Naval | Tempest
Health: 1800
Build Cost: 2900E | 290M
Build Rate (per second): 40E | 4M
Storage/Yield: N/A
Description: The Frigate is a great all-around unit with its own radar and sonar it can spot incoming enemy units. It also has AA guns and cannons for other naval and land units. Its only real weakness are enemy Subs.




