← Knowledge baseThe Aegis Order

The Aegis Order

Elite with energy shields

Quality over quantity. Every unit carries a regenerating energy shield in front of its hull and fights with laser weapons. One shield point absorbs more than one hull point.

  • Shields recharge on their own between engagements
  • Slightly more hull and damage than the rest
  • A range advantage across the whole roster
  • Shields need a shield emitter (three at most) and power
  • The emitter overheats under sustained fire — then ALL shields fail at once
  • EMP discharges shields in a single blow

Almost all of it sits behind research: every production building offers one combat unit to begin with, everything else you unlock in the tree.

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.