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    FAQ/Walkthrough by Robyrt

    Version: 1.41 | Updated: 08/01/07 | Printable Version | Search Guide | Bookmark Guide

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