Aquila
flyinghits air
- Cost
- 130 Fe · 75 Cu · 40 Ti
- Structure
- 90 + 133 shield
- Damage
- 22 at 165
- Speed
- 52
- Armor
- Tier 6
The Aquila is a laser interceptor with an energy shield and the only Aegis Order unit besides flak that can fight aircraft. Its laser stock lasts longer than a jet's magazine, but when empty it too must return to the Ascensus. Expensive, but superior in air combat.
Ballista
hits air
- Cost
- 105 Fe · 45 Cu · 10 Ti
- Structure
- 60 + 90 shield
- Damage
- 30 at 240
- Speed
- 20
- Armor
- Tier 12
The Ballista is the Aegis Order' vehicle-line flak: a shielded anti-air mount from the vehicle factory that reliably downs flying targets - but helpless on the ground. For those who would rather not build a Mech Factory for the Flak Mech.
Basilisk
- Cost
- 120 Fe · 65 Cu · 25 Ti
- Structure
- 55 + 80 shield
- Damage
- 16 at 115
- Deployed
- 62 at 300
- Speed
- 19
- Armor
- Tier 16
The Basilisk is a siege tank with a deploy mode: mobile it fires a short forward gun (light-tank strength); deployed ('Deploy' button) outriggers extend and a long-range gun strikes armored targets hard from afar - but rooted and briefly defenseless while setting up. A move order packs it up automatically.
Bastion
- Cost
- 530 Fe · 275 Cu · 140 Ti
- Structure
- 49 + 65 shield
- Speed
- 12.75
- Armor
- Tier 7
The Bastion drives to any point on the map and can be deployed there into another Citadel - the only way to expand the base to a new location or rebuild after a loss.
Bulwark
- Cost
- 400 Fe · 215 Cu · 255 Ti
- Structure
- 372 + 677 shield
- Damage
- 82.5 at 180
- Speed
- 10.5
- Armor
- Tier 23
The Bulwark is the Sanctum's heaviest frontal tank: a twin cannon and the highest hull-plus-shield toughness in the entire game make it the battering ram of any offensive. Its rear flak only unlocks from level 5.
Castellum
flying
- Cost
- 535 Fe · 315 Cu · 360 Ti
- Structure
- 420 + 640 shield
- Damage
- 150 at 22
- Speed
- 7
- Armor
- Tier 25
The Castellum is a flying fortress: a single heavy central laser that fires at ground targets only, plus the thickest armour and the largest hull of any aircraft in the game. The price is speed - it is the slowest unit in the game and cannot evade an attack. Against interceptors it is defenceless and needs air cover of its own.
Extractor
- Cost
- 65 Fe
- Structure
- 32 + 43 shield
- Speed
- 27
- Armor
- Tier 9
The Extractor mines ore and delivers it to the Converter - same load and mining rate as the Steel Union harvester, but its energy shield recharges itself between loads.
Flak Mech
hits air
- Cost
- 115 Fe · 55 Cu · 15 Ti
- Structure
- 180 + 154 shield
- Damage
- 32 at 250
- Speed
- 15
- Armor
- Tier 13
The Flak Mech fights airborne targets ONLY - defenseless on the ground. It carries heavier mech armor and more shield than the Ballista from the vehicle factory, but it is the slowest of its kind.
Focus Lens
- Cost
- 315 Fe · 180 Cu · 235 Ti
- Structure
- 108 + 103 shield
- Damage
- 150 at 235
- Speed
- 12
- Armor
- Tier 12
The Focus Lens is a siege vehicle with a charge beam: instead of sustained fire it charges its laser over several seconds (visible glow build-up) and then discharges ONE massive single beam. Devastating against heavy single targets and buildings, but helpless against swarms - the long charge time allows no second shot.
Fulmen
- Cost
- 260 Fe · 150 Cu · 190 Ti
- Structure
- 84 + 113 shield
- Speed
- 21
- Armor
- Tier 7
The Fulmen carries no weapon but a shield siphon: its beam drains the target's energy shield (and then some hull) and instantly feeds the harvested energy as shield into your own nearby units - even mid-combat and independent of the shield-emitter limit. Devastating against other Aegis Order, but also useful against shieldless enemies through the hull damage.
Helios Gun
- Cost
- 105 Fe · 55 Cu · 20 Ti
- Structure
- 24 + 39 shield
- Damage
- 50 at 250
- Speed
- 15.75
- Armor
- Tier 9
The Helios gun bombards targets at enormous range - the focused burn beam scatters only half as much as an artillery shell but hits a smaller area: precision instead of area coverage.
Cataphract
- Cost
- 125 Fe · 65 Cu · 30 Ti
- Structure
- 80 + 135 shield
- Damage
- 58 at 150
- Speed
- 15
- Armor
- Tier 20
The Cataphract is the Aegis Order' heavy shield brawler: it combines the highest shield of the entire tank line with a heavy twin lance - a durable front anchor that soaks damage while the lighter tanks fire from behind. Slow, but almost impossible to bring down.
Cathedral
- Cost
- 415 Fe · 230 Cu · 260 Ti
- Structure
- 210 + 330 shield
- Damage
- 260 at 430
- Speed
- 12
- Armor
- Tier 23
The Cathedral charges its projector for five seconds, then discharges it in a SINGLE blow. Against a wall line that is the difference between sawing and blasting - against moving targets, every switch of target throws the whole charge away.
Lance Tank
- Cost
- 95 Fe · 40 Cu
- Structure
- 55 + 73 shield
- Damage
- 35 at 148
- Speed
- 23.25
- Armor
- Tier 16
The Lance Tank is the all-rounder of the Aegis Order tank line: a solid laser lance, solid speed - and like all Aegis Order with an energy shield that recharges itself after combat.
Lance Squad
hits air
- Cost
- 40 Fe · 15 Cu
- Structure
- 18 + 30 shield
- Damage
- 70 at 165
- Speed
- 12
- Armor
- Tier 4
The Lance Squad is the Aegis Order infantry's answer to everything armored and everything airborne: its beam lance punches through heavy armor reliably (but doesn't hit guaranteed) and, as the only infantry of the faction, also brings AIRCRAFT down from the sky - reaching 50% farther against them than on the ground. Clearly inferior against infantry.
Legionary
- Cost
- 20 Fe
- Structure
- 22 + 37 shield
- Damage
- 12 at 85
- Speed
- 15
- Armor
- Tier 4
The Legionary is the Empire's basic infantry: more expensive and rarer than the rifleman or guerrilla, but harder per laser hit and protected by a small energy shield that recharges itself out of combat.
Oneraria Aeria
flying
- Cost
- 140 Fe · 80 Cu · 80 Ti
- Structure
- 180
- Speed
- 44
- Armor
- Tier 6
The Oneraria Aeria is an unarmed logistics drone: it carries full Extractors in flight directly to the Converter and then back empty to the next ore node - no more walking needed as long as at least one drone is alive. Every free drone automatically serves the next waiting Extractor. Unarmed and not very resilient itself - a prime target for air defense.
Paladin
- Cost
- 125 Fe · 65 Cu · 40 Ti
- Structure
- 92 + 119 shield
- Damage
- 74 at 165
- Speed
- 18.75
- Armor
- Tier 20
The Paladin is the heaviest unit of the Aegis Order tank line: its heavy laser lance punches through almost anything, and hull plus shield make it as tough as a heavy tank - but sustained focused damage breaks the shield, and the hull beneath is thinner.
Phalanx
- Cost
- 75 Fe · 30 Cu
- Structure
- 54 + 72 shield
- Speed
- 28.5
- Armor
- Tier 9
The Phalanx carries up to 5 infantry quickly across the map, e.g. to bring reinforcements to the front or slip legionaries behind enemy lines - unarmed, but protected by an energy shield. When destroyed, the passengers disembark alive.
Plasma Thrower
- Cost
- 35 Fe · 10 Cu
- Structure
- 18 + 26 shield
- Damage
- 17.5 at 115
- Speed
- 13.5
- Armor
- Tier 4
The Plasma Thrower fires plasma charges with area damage - a smaller blast radius than the grenadier, but clearly more precise: plasma barely scatters.
Praetor
- Cost
- 65 Fe · 40 Cu · 30 Ti
- Structure
- 48 + 73 shield
- Damage
- 54.3 at 180
- Speed
- 19.5
- Armor
- Tier 18
The Praetor is the Praetorium's counterpart to the Titan mech: a heavy combat mech with dual lasers and an energy shield - hull plus shield match the Titan mech, and the shield recharges out of combat.
Prism Mech
- Cost
- 105 Fe · 55 Cu · 40 Ti
- Structure
- 30 + 60 shield
- Damage
- 95 at 260
- Speed
- 18
- Armor
- Tier 13
The Prism Mech focuses its prism into ONE very hard long-range beam - no area effect, but enormous range and precision. A bit shorter-ranged and weaker than the Railgun Mech, but with a faster cadence and an energy shield.
Pulse Battery
- Cost
- 130 Fe · 70 Cu · 45 Ti
- Structure
- 24 + 36 shield
- Damage
- 15 at 265
- Speed
- 17.25
- Armor
- Tier 9
The Pulse Battery fires a salvo of energy pulses that blanket an area - more precise than the MLRS and Swarm Launcher at a somewhat smaller area per impact, and without danger to your own troops.
Shield Herald
- Cost
- 105 Fe · 55 Cu · 25 Ti
- Structure
- 60 + 100 shield
- Speed
- 30
- Armor
- Tier 14
The Shield Herald is a mobile shield projector: unarmed, but within its aura the energy shields of your units regenerate - even in the middle of combat AND even without the base's shield emitter. It rolls with the tank line and keeps their shields up on the push. Tough and shielded itself, but defenseless - it wants to be protected.
Shield Technician
- Cost
- 40 Fe · 20 Cu
- Structure
- 28 + 29 shield
- Speed
- 18
- Armor
- Tier 4
The Shield Technician is the Legion's unarmed support: within its aura the energy shields of nearby units regenerate even IN COMBAT (at half rate) - outside the aura, shields only recharge out of combat. It does not speed up building shields.
Sentinel Glider
- Cost
- 35 Fe · 10 Cu
- Structure
- 24 + 43 shield
- Damage
- 12 at 85
- Speed
- 33
- Armor
- Tier 9
The Sentinel glider is fast and deadly against infantry - against vehicles and mechs, however, its light laser does little. Thanks to its energy shield it survives scouting runs far more often than the Humvee or Raider Buggy.
Scorpion
- Cost
- 115 Fe · 55 Cu · 25 Ti
- Structure
- 40 + 75 shield
- Damage
- 58 at 230
- Speed
- 20
- Armor
- Tier 15
The Scorpion is a shielded long-range tank hunter: its overlong focus lance outranges every other Aegis Order tank and punches through heavy targets - but the hull beneath is thin and it is vulnerable up close. A glass cannon that cracks tanks from a safe distance.
Sunlance
- Cost
- 185 Fe · 110 Cu · 65 Ti
- Structure
- 62 + 96 shield
- Damage
- 13 at 340
- Speed
- 17
- Armor
- Tier 16
The Sunlance burns a continuous beam into its target, and its effect grows the longer it holds - after four seconds a good twice as strong. Against buildings, which stand still, that is devastating; a fleeing unit makes the beam start over from the beginning.
Beam Tank
- Cost
- 75 Fe
- Structure
- 43 + 50 shield
- Damage
- 27 at 115
- Speed
- 28.5
- Armor
- Tier 12
The Beam Tank is the entry point into the Aegis Order tank line: fast and cheap, with a precise light laser - hull plus shield roughly match the light tank.
Thermal Lance
- Cost
- 35 Fe · 10 Cu
- Structure
- 23 + 35 shield
- Damage
- 19 at 66
- Speed
- 13.5
- Armor
- Tier 4
The Thermal Lance is the Aegis Order counterpart to the flamethrower: a focused plasma jet at the shortest range, devastating against infantry and ineffective against armor. More tightly focused than a flame cloud, but harder. Its plasma chamber detonates on death.
Titan
- Cost
- 480 Fe · 270 Cu · 315 Ti
- Structure
- 750 + 886 shield
- Damage
- 33 at 285
- Speed
- 9
- Armor
- Tier 25
The Titan is an oversized walking colossus with three weapon systems: two laser cannons for sustained fire against units and buildings alike, two shoulder rocket pods against aircraft - and in its head a charging cannon that spends ten seconds building up and then tears a building open (a command center takes two shots, smaller structures fall to one). While the cannon charges, every other weapon it carries falls silent.
Annihilator
- Cost
- 520 Fe · 305 Cu · 395 Ti
- Structure
- 270 + 541 shield
- Damage
- 35.2 at 175
- Speed
- 12
- Armor
- Tier 25
The Annihilator fires not a single shot but a continuous beam: as long as it stays on the same target, the damage per second steadily rises - switching targets resets the charge immediately. Plus a flak laser against air targets and an anti-infantry arm.
Vindex
flying
- Cost
- 185 Fe · 105 Cu · 55 Ti
- Structure
- 130 + 195 shield
- Damage
- 210 at 210
- Speed
- 30
- Armor
- Tier 7
The Vindex is a heavy charge-beam glider: it hovers over the target and charges its focus crystal to then fire a single, devastating beam. During the charge phase it stands vulnerable under fire - that is the price for the hardest single blow an air unit can deal. Ground targets only.
Warden
- Cost
- 45 Fe · 20 Cu
- Structure
- 24 + 46 shield
- Damage
- 20 at 85
- Speed
- 31.5
- Armor
- Tier 10
The Warden is built for reconnaissance: high speed, wide sight and an energy shield that forgives small scouting mistakes - but only limited firepower in direct combat.
Centurion
- Cost
- 75 Fe · 35 Cu · 10 Ti
- Structure
- 55 + 90 shield
- Damage
- 40 at 130
- Speed
- 26
- Armor
- Tier 14
The Centurion is the Aegis Order' fast assault tank: above-average speed and shield-heavy, it survives the approach and breaks into the enemy line with its ram prow (crushes infantry) and a medium laser lance. The aggressive spearhead of the otherwise ponderous tank line.
Aegis Bastion
- Cost
- 90 Fe · 35 Cu · 15 Ti
- Structure
- 240
- Damage
- 38 at 250
- Armor
- Tier 15
- Power
- -30
The Aegis Bastion defends twice over: a heavy laser against armour and a shield dome under which surrounding friendly buildings recharge their shields even in combat, without a base emitter. Its gun is somewhat weaker than a pure gun tower in exchange.
Legion Quarters
- Cost
- 140 Fe
- Structure
- 220
- Armor
- Tier 13
- Power
- -30
The Legion Quarters trains infantry and also serves as a field hospital - infantry near it is healed automatically.
Pylon
- Cost
- 50 Fe
- Structure
- 120
- Armor
- Tier 13
- Power
- -10
The Pylon extends the area in which new buildings may be erected - a cheap way to expand the base toward ore deposits or the front line without needing a second Citadel.
Bunker
- Cost
- 110 Fe · 30 Cu
- Structure
- 900
- Armor
- Tier 15
The Bunker is unarmed itself, but can be garrisoned with up to 5 infantry (right-click, like a transport): each occupant fires its OWN weapon out of the embrasures - +40% range, but slightly reduced damage. Pick the garrison to match the enemy (riflemen vs infantry, anti-tank vs vehicles). The occupants are untargetable while the bunker stands - if it falls, they die with it. Requires a barracks.
Citadel
- Structure
- 900
- Armor
- Tier 13
- Power
- 50
The Citadel is the heart of the base: you may build around it, and losing it can mean immediate elimination depending on the victory mode. Like all Aegis Order buildings, protected by an energy shield that recharges itself out of combat.
Detector Tower
- Cost
- 80 Fe · 35 Cu
- Structure
- 180
- Armor
- Tier 15
- Power
- -20
The Detector Tower is an anti-stealth sensor: it reveals cloaked enemy units (Phantom, Ghost, Wraith and others) within a wide radius, so your units and towers can see and fire on them. Unarmed itself - a pure reconnaissance structure against the stealth meta. Requires a radar.
Sanctum
- Cost
- 300 Fe · 215 Cu · 255 Ti
- Structure
- 450
- Armor
- Tier 13
- Power
- -80
The Sanctum is the Empire's most expensive but most powerful production facility.
Praetorium
- Cost
- 190 Fe · 80 Cu
- Structure
- 350
- Armor
- Tier 13
- Power
- -50
The Praetorium produces the Aegis Order mech line - from the nimble Warden to the heavy Praetor to the Prism Mech with its focused long-range beam.
Ascensus
- Cost
- 190 Fe · 85 Cu
- Structure
- 350
- Armor
- Tier 13
- Power
- -40
The Ascensus is the launch platform of the Aegis Order air force: Aquila and Vindex take off here. Despite their energy weapons both carry a limited number of shots and return here to rearm and repair.
Wall
- Cost
- 25 Fe
- Structure
- 550
- Armor
- Tier 20
The Wall is built as a LINE: the 1st click sets the start, then you drag the wall line and a second click builds it; Shift+click sets a corner and keeps going. Each segment starts at nearly 0% HP and grows over a few seconds - a wall thrown down in front of an enemy is vulnerable at first. Very high armor (concrete): small arms barely scratch it, only siege cracks it. Blocks paths and channels attacks. Gates and towers can be placed into a wall, seamlessly replacing the segment.
Obelisk
- Cost
- 180 Fe · 105 Cu · 55 Ti
- Structure
- 260
- Damage
- 130 at 300
- Armor
- Tier 15
- Power
- -50
The Obelisk is the Empire's charge-beam tower: it visibly charges its focus crystal for a few seconds and then unleashes ONE devastating laser beam at a single target - devastating against heavy tanks and heavy units, which it cracks from a great distance. Its weakness is the charge time: it hits only ONE target per charge, so swarms overrun it. Like all Aegis Order buildings, protected by an energy shield. Requires an archive.
Onager
- Cost
- 260 Fe · 145 Cu · 190 Ti
- Structure
- 320
- Damage
- 34 at 640
- Armor
- Tier 15
- Power
- -60
The Onager is an experimental artillery gun: it fires a salvo of cluster shells at very long range that strike the target zone in a wide spread - strong against clustered troops and rows of buildings, unreliable against single targets. High spread, long reload; the shells hit EVERYTHING at impact (including your own). Requires a Sanctum.
Orbital Cannon
- Cost
- 400 Fe · 255 Cu · 340 Ti
- Structure
- 550
- Armor
- Tier 15
- Power
- -80
The Orbital Cannon is the ultimate superweapon: once charged, you choose a LINE across the battlefield (start and end point) - after a brief warning an orbital beam sweeps the swath and annihilates everything along the line (including your own). Ideal against lined-up armies and rows of buildings. Recharges automatically after every shot.
Fusion Reactor
- Cost
- 115 Fe
- Structure
- 250
- Armor
- Tier 13
- Power
- 100
The Fusion Reactor supplies far more energy than a normal power plant, but also costs 50% more - without enough energy, production and buildings run slower, and WITHOUT energy shields no longer recharge at all. If destroyed, it explodes and damages everything nearby - if several stand close together, that triggers a chain reaction. Upgradeable at the archive with fusion upgrades (three levels, +50 energy per reactor each).
Prism Lance
- Cost
- 75 Fe · 25 Cu · 15 Ti
- Structure
- 180
- Damage
- 16 at 260
- Armor
- Tier 15
- Power
- -20
The Prism Lance builds up: the longer it holds the same target, the hotter the beam burns. Against a single heavy attacker it is the faction’s hardest defence - every target switch starts it over, so against a swarm it never gets past the first stage.
Auspex Station
- Cost
- 70 Fe · 30 Cu
- Structure
- 200
- Armor
- Tier 13
- Power
- -75
The Auspex Station has two jobs: it unlocks the minimap, and within its radius the fog veil lifts over ground you have already explored - enemy units there become visible too. It does NOT reveal territory you have never scouted. Late in the research tree comes the choice: extend that coverage across the entire explored map, or remove your own forces from all enemy long-range detection.
Converter
- Cost
- 120 Fe
- Structure
- 400
- Armor
- Tier 13
- Power
- -25
The Converter processes ore into resources and comes with an Extractor on construction. Extractors deliver exclusively to the Converter - the closer it sits to the ore, the shorter the trips and the more extractors can work efficiently side by side.
Sanctum Eye
- Cost
- 130 Fe · 80 Cu · 55 Ti
- Structure
- 220
- Damage
- 156 at 340
- Armor
- Tier 15
- Power
- -35
The Sanctum Eye does not shoot, it marks: after a short warning an orbital lance falls on the designated point - not on the target. Whoever moves on in time escapes. Deadly against stationary siege gear, near useless against fast units. Blind up close (minimum range).
Shield Emitter
- Cost
- 70 Fe · 30 Cu
- Structure
- 200
- Armor
- Tier 13
- Power
- -75
The Shield Emitter unlocks energy-shield recharging for the ENTIRE base - a single finished, powered one is enough. Without it (or in an energy deficit), existing shields instead slowly decay on their own. WARNING overheating: every point of shield damage taken by the army heats the emitter circuit - when the buffer fills, the system OVERLOADS, all shields discharge at once and only recharge after cooling down. Each additional emitter enlarges the heat buffer, max 3 per player. Requires a power plant and a refinery.
Shield Dome
- Cost
- 140 Fe · 80 Cu · 35 Ti
- Structure
- 260
- Armor
- Tier 15
- Power
- -40
The Shield Dome is a base-hardening structure: your buildings within its radius regenerate their energy shields even in the middle of bombardment (which buildings otherwise cannot) - and even without the base's shield emitter. Under a dome the base stays shielded under sustained fire, instead of the shields dropping once and staying down. Only the Aegis Order build it.
Reservoir
- Cost
- 100 Fe
- Structure
- 300
- Armor
- Tier 13
- Power
- -5
The Reservoir increases storage space - all three ores share ONE pool. The citadel and converters provide a base capacity. Once the pool is full, loaded extractors stay docked and wait (the economy stalls rather than wasting surplus); copper and titanium together may only occupy 60% of it, so there is always room for iron. Costs only iron and is quick to build. Like all Aegis Order buildings, protected by an energy shield.
Storm Glaive
hits air
- Cost
- 110 Fe · 55 Cu
- Structure
- 300
- Damage
- 26 at 340
- Armor
- Tier 15
- Power
- -25
The Storm Glaive does not merely bring aircraft down, it harvests them: the beam drains the target’s shield and distributes it among friendly units and buildings nearby. Against shieldless enemies it remains a solid flak; inside your own base it is more.
Archive
- Cost
- 150 Fe · 85 Cu · 25 Ti
- Structure
- 250
- Armor
- Tier 13
- Power
- -60
The Archive is the base's research forge: upgrade levels for energy, infantry, vehicles, mechs and air are researched here. A completed level takes effect immediately and on ALL of your units - including the ones built long ago.
Titan Forge
- Cost
- 420 Fe · 275 Cu · 325 Ti
- Structure
- 520
- Armor
- Tier 13
- Power
- -110
The Titan Forge is the second tier beyond the Sanctum - it demands both Archive and Sanctum and is the most expensive build gate in the game. What rolls out of here are no longer experimental weapons, but Titans.
Gate
- Cost
- 55 Fe · 15 Cu
- Structure
- 520
- Armor
- Tier 20
The Gate is built as a LINE like the wall (1st click start, 2nd click end, Shift for a corner) - as wide as you need. It lets your own units pass: each segment sinks into the ground when a friendly unit is near, and stays shut while an enemy stands beside it - so your wall line stays open for you but sealed against attackers. Built over an existing wall, it replaces those segments. Very high armor like the wall; each segment grows up from ~0% HP while building.
Glider Works
- Cost
- 250 Fe
- Structure
- 300
- Armor
- Tier 13
- Power
- -50
The Glider Works is the economic and military backbone of the base - it builds both Extractors for mining and the entire glider and beam-tank line.
Vigil Battery
- Cost
- 60 Fe · 20 Cu
- Structure
- 160
- Damage
- 19 at 245
- Armor
- Tier 15
- Power
- -15
The Vigil Battery fires rapid laser bursts and runs hot doing so: it hits harder than a machine gun nest but must cool down completely after a firing phase. It shreds a short wave; it cannot sit out a patient siege.
Repair Dock
- Cost
- 200 Fe · 85 Cu · 25 Ti
- Structure
- 350
- Armor
- Tier 13
- Power
- -50
Vehicles and mechs can drive back to the repair dock and dock to be fully repaired step by step (costs resources, proportional to the damage healed) - combat units even retreat to it automatically at low health. Shields, by contrast, recharge everywhere on their own as soon as the unit is out of combat.
Nothing found.