Readme file for Emperor of the Fading Suns Hyperion Patch
By
Matt Caspermeyer

My intentions
Ive tried to make the game much more interesting by balancing the units and quantifying their expense. 
For instance, in the original EFS pretty much all I basically built were Artillery and Anti-tank Guns. All the 
cool units used way too many resources and were dusted too easily by Artillery and Anti-tank Guns. So I 
decided to create formulas that generated the units statistics from the resources used to create it. This way 
if I used 40 electronics to build a unit then it had some good spotting, movement, accuracy, etc and would 
be much better than an Artillery unit that only uses 20 metal. I also used a scoring system that rated each 
unit depending on the number of technologies required to build the unit. The Church like / dislike bonus 
comes into play here as well because units that require tech proscribed by the Church are bound to be more 
powerful.

As far as technologies are concerned, I applied a similar formulaic approach to determining how many 
research points a technology requires to research. As technology progressed, research cost increased.

I also wanted to expand the number of units in the game, especially space, naval, and air units. There are 
now 63 new units in the game. The use of naval and air units are now much more interesting as well as the 
new possibilities with space units.

I didnt think the Symbiots were tough enough, and so I decided to make their ground and air units much 
stronger. However, for multi-player games, Ive left the Symbiots unchanged so that you can concentrate 
on your opponents (rename UNIT.DAT to UNITBAK.DAT and then rename UNITSYM.DAT to 
UNIT.DAT if you want nasty Symbiots in your single player or multiplayer games). The Vau are still a 
mystery to me, and so Ive decided to pretty much leave them the way they were. If I could figure out how 
to make the Vau much more a part of the game then I would modify their statistics as well. In the Trojan 
map, the Rebel Partisans were an interesting loose cannon so I made them a little bit stronger to give you 
more trouble early.

Another thing that I didnt think had a strong enough influence was the Church and so I decided to make 
powerful technologies more likely to be proscribed by the Church so that if you wanted that powerful unit 
youd have to pay for it by risking the Churchs wrath. The Church Inquisitors were okay units in the 
original, but I decided to make them a lot tougher, too, so that you would really fear the Churchs sting, 
especially early if you decided that you could take on the Church.

Attack Modes

The attack modes in EFS represent an interesting way to engage in combat and they also present many 
different strategic possibilities. In order to design units, I needed to understand the differences between the 
different combat modes, as well as each modes strengths and weaknesses.

Underwater combat is the first attack mode available, and so makes naval units with this capability 
extremely powerful against other naval units. Since it can only be used against naval units, it doesnt have 
any other implication besides naval combat. A unit with Underwater attack capability gets 4 chances to hit 
its target(s).

Indirect combat is the first attack mode for ground battles and is a very powerful attack capability because 
of its precedence and the units that it can hit. Indirect can hit Foot, Wheel, Tread, Naval, Hover, and 
Crawler units and so therefore can be used as a general-purpose attack mode for a given unit. Because it 
doesnt target a specific unit type, Indirect combat is not good for taking out specific units, but rather a one-
glove-fits-all approach to combat. Air units with Indirect are very deadly because of this. A unit with 
Indirect attack capability gets 2 chances to hit its target(s).

Air is the next combat mode, and is useful against both air and naval units. Ground units (Foot, Wheel, 
Tread, Hover, or Crawler) that have this mode can be very effective against air units that do not have an 
Indirect-attack capability. A unit with Air attack capability gets 2 chances to hit its target(s).

Direct attack is the next attack mode and it allows a unit to specifically target armored units (i.e. Wheel, 
Tread, Hover, and Crawler). Units with a Direct attack mode can be used specifically to take out armored 
units. A unit with Direct attack capability gets 3 chances to hit its target(s).

Close combat is the next attack mode and allows a unit to specifically target foot units. Since it is target 
specific like Direct combat, it allows units with this attack mode to be very effective against foot units. A 
unit with Close attack capability gets 4 chances to hit its target(s).

The next attack mode is Psychic attack. Although, coming last in the planet attack modes, its ability to 
target any unit makes its use extremely potent against any other unit. A unit with a high accuracy / high 
strength Psychic attack can be very powerful if it survives to the Psychic attack phase. A unit with Psychic 
attack capability gets 2 chances to hit its target(s).

The space combat modes are similar to planet combat modes when it comes to the order, but with the use of 
a clever targeting adjustment, some interesting space combat battles can now occur. Ranged Space is the 
first attack mode used in space combat. Because of this, it can be deadly against other space units. 
However, to keep units with Ranged Space from attacking fighters, bombers, and space marines, space 
units are not targetable by Ranged Space weapons. This makes Ranged Space weapons use against capital 
ships only. Also, since Starbase units are space units they cannot be targeted either. This makes space units 
with Ranged-Space capability extremely useful against Jump and Lander units. A unit with Ranged Space 
attack capability gets 2 chances to hit its target(s).

The next space combat mode is Direct Space. Any unit can be targeted with Direct Space, so it is a very 
effective combat mode against any space unit. A unit with Direct Space attack capability gets 3 chances to 
hit its target(s).

The last space combat mode is Close Space.  It is just like Direct Space in that any unit can be targeted with 
Close Space. A unit with Close Space attack capability gets 4 chances to hit its target(s).
The Units
Before I discuss the new units, I want to talk a little bit about the thought process I used to both modify and 
create new units. I liked EFSs use of both planet units (ground, air, etc) and space units. However, the 
number of naval, air, and space units seemed somewhat lacking compared to the number of ground units. I 
decided to apply many of the technologies in the game to greatly expand these units. Now naval and air 
units are much more a part of the game, where before, I hardly even used them, and now there is more 
variety in the number of space units to build.

In modifying the existing units, I paid particular attention to the attack modes for each unit. For instance, 
what was the difference between a Medium Tank, a Tank Killer, and an Anti-infantry Tank unit? All three 
units had the same score, but different roles. In the Table below, are the units attack modes and statistics.


Indirect
Air
Direct
Close
Anti-infantry Tank
2 / 20


4 / 45
Medium Tank
2 / 25

2 / 20
2 / 20
Tank Killer
3 / 30

3 / 35



To make the Anti-Infantry Tank effective against foot units, I decided to make its main attack mode Close 
and its secondary attack mode Indirect. With its Close combat mode being higher than its Indirect it would 
have more of its damage applied to foot units as opposed to other ground units in general. The tank, I 
decided, would be the general-purpose unit so its accuracy and attack strength was evenly divided amongst 
Indirect, Direct, and Close. This way it could be used against both armored and foot units but would not be 
as effective as the Anti-Infantry Tank against foot units and not as effective as the Tank Killer against 
armored units. Since the Tank Killer needed to be effective against armored units, I evenly distributed its 
accuracy and attack strength between Indirect and Direct attack modes.

I also needed to differentiate between the three different space-attack units: Space Fighters, Torpedo 
Bombers, and Space Marines. I decided to make Torpedo Bombers have a Ranged-Space attack, which 
represents their use of capital ship torpedoes. Space Fighters have Direct-Space weapons representing their 
lasers, etc. Lastly, Space Marines have Close-Space weapons represented by their laser rifles and their 
spore delivery system.

Unit Descriptions

Refer to the Excel file or Unit Table for specific unit statistics, this section is devoted to a description of the 
unit, technology required, a summary of the units usefulness, whether it requires an upgrade, and where it 
can be built.

Air Units

Jet-Propulsion Fighter (Tiger): The prime requisite for any Air unit is the Jet-propulsion Fighter. Using 
simple jet-propulsion engines and a small investment of electronics, it marks a Houses entry into flight.
Tech Required: Energy Physics, Composite Armor
Unit Summary: Jet-propulsion Fighters are fast Air units that have a small Indirect and moderate Air 
capability. Their primary use is air support for other air units and a limited offensive capability against 
ground units. It can be potent against ground units that do not have an air capability.
Upgrade / Build: This unit can be built in a Factory.

Gunship (DragonFly): The first versatile aircraft, the Gunship has underwater, air, and close combat 
capabilities.
Tech Required: Ceramsteel
Unit Summary: Gunships are very effective against Naval and Foot units. Its limited Air capability is for 
defensive purposes only.
Upgrade / Build: This unit can be built in a Factory

Atmospheric Fighter (Gryphon): The first fighter upgrade, Atmospheric Fighters are better in every 
statistic over Jet-propulsion Fighters.
Tech Required: Ceramsteel
Unit Summary: Atmospheric Fighters are similar to Jet-propulsion Fighters in use, but are more effective.
Upgrade / Build: This unit requires a Jet-propulsion Fighter unit and can be built at a Factory.

Strategic Bomber (Devastator): Strategic Bombers have a powerful Indirect and limited Air attack 
capability
Tech Required: Long-range Bombers
Unit Summary: Strategic Bombers are very effective against ground units. However, they require other 
Air units to protect them against an Air attack threat.
Upgrade / Build: This unit can be built in a Factory.

Cargo Plane (Cargo Plane): Cargo planes have two cargo slots and no combat ability.
Tech Required: Cargo Handling
Unit Summary: Cargo Planes are the only Air unit that can transport other units. Be careful when sending 
them by themselves, because they are easily destroyed.
Upgrade / Build: This unit can be built in a Factory

Divebomber (Banshee): Divebombers have a moderate Indirect and Air capability.
Tech Required: Divebombers
Unit Summary: Divebombers represent a well-balanced Air unit. They are effective against ground units 
and other air units.
Upgrade / Build: This unit can be built in a Factory.

Spy Plane (Spy Plane): Spy planes have a substantial investment in electronics to increase their spotting 
ability. Since they fly at high altitudes, they are slighter harder to spot than normal aircraft.
Tech Required: Aircraft Surveillance
Unit Summary: Spy Planes are excellent reconnaissance aircraft. Their limited Air capability is for 
defensive purposes only.
Upgrade / Build: This unit can be built in a Factory.

Killer Gunship (Bumblebee): The only upgrades for Gunships, Killer Gunships statistics are higher than 
a Gunships.
Tech Required: Powered Csteel Armor, Fusion Rifles
Unit Summary: Killer Gunships are similar to Gunships except more effective.
Upgrade / Build: This unit requires a Gunship unit and can be built at a Factory.

Laser Fighter (Pegasus): Stronger upgrades to Jet-propulsion Fighters than an Atmospheric Fighter, Laser 
Fighters are more advanced and have a significant increase in Air combat accuracy. 
Tech Required: Jet-propulsion Fighters, Powered Csteel Armor, Fusion Rifles
Unit Summary: Laser Fighters have a very accurate Air capability making them ideal against other Air 
units and Naval units.
Upgrade / Build: This unit requires a Jet-propulsion Fighter unit and can be built at a Factory.

Neutron Bomber (Desolator): Neutron Bombers use biochemicals to make them effective against Foot 
units.
Tech Required: Long-range Bombers, Viral DNA, Spore Delivery
Unit Summary: Neutron Bombers have an Indirect that is just as effective as a Strategic Bomber, but they 
also have a moderate Close combat ability making them effective against Foot units in particular.
Upgrade / Build: This unit requires a Strategic Bomber unit and can be built at a Factory.

Morph Spy Plane (Morph Spy): Morph Spy Planes high spotting, camouflage, and agility make them 
ideal for surveying dangerous worlds.
Tech Required: Aircraft Surveillance, Polymorphonic Carbon
Unit Summary: Just like Spy Planes, Morph Spy Planes make excellent planet surveyors. 
Upgrade / Build: This unit requires a Spy Plane unit and can be built at a Factory.

Morph Divebomber (Bansheewolf): The Morph Diverbomber is a well-camouflaged, moderately agile 
upgrade to the Divebomber unit.
Tech Required: Divebombers, Polymorphonic Carbon
Unit Summary: Morph Divebombers high camouflage and agility as well as its accurate Indirect and Air 
capabilities make it a well-rounded Air unit versus both other Air units and ground units.
Upgrade / Build: This unit requires a Divebomber unit and can be built at a Factory.

Morph Fighter (Wyvern): The Morph Fighter upgrade is a well-camouflaged, highly agile fighter. Its 
sophisticated electronics give it a moderately accurate Indirect and a highly accurate Air capability.
Tech Required: Jet-propulsion Fighters, Polymorphonic Carbon
Unit Summary: Morph Fighters high agility makes them hard to hit and have a highly accurate and 
powerful Air capability making them deadly against other air units.
Upgrade / Build: This unit requires a Jet-propulsion Fighter unit and can be built at a Factory.

Stealth Fighter (Dragon): The Stealth Fighter represents a slightly different philosophy than the Morph 
Fighter: better camouflage, but less agility. Its attack statistics are similar to those of the Morph Fighter 
except with a slighter higher Air combat accuracy.
Tech Required: Jet-propulsion Fighters, Neumonic Armor
Unit Summary: Stealth Fighters high camouflage rating and highly accurate and powerful Air capability 
make them ideal for surprise attacks on the enemy Air units.
Upgrade / Build: This unit requires a Jet-propulsion Fighter unit and can be built at a Factory.

Stealth Bomber (Demolisher): A Stealth Bomber is a well-camouflaged Bomber with the additional 
capability of a Direct attack mode.
Tech Required: Long-range Bombers, Neumonic Armor
Unit Summary: Stealth Bombers are well camouflaged making them ideal for sneak attacks, but their 
highly accurate and powerful Indirect combat capability makes them deadly against all ground troops while 
an accurate and moderately powerful Direct combat capability makes them even more effective against 
armored (Wheel, Tread, Hover, and Crawler) units.
Upgrade / Build: This unit requires a Strategic Bomber unit and can be built at a Factory.

Neutron-Stealth Bomber (Punisher): Similar to the Stealth Bomber except that instead of a Direct 
combat capability it has a Close combat ability.
Tech Required: Long-range Bombers, Viral DNA, Spore Delivery, Neumonic Armor
Unit Summary: Neutron-Stealth Bombers are just as effective against all ground units as Stealth Bombers, 
but with the use of biochemicals, they are designed to take out Foot units.
Upgrade / Build: This unit requires a Strategic Bomber unit and can be built at a Factory.

Crawler Units

Planet-to-Space (PTS) Missile Launcher (PTS Missile): PTS Missile Launchers represent the earliest 
defense against Ranged-Space units.
Tech Required: Megachassis, Energy Physics, Composite Armor
Unit Summary: PTS Missile Launchers are a good early defense against all Space units with a Ranged-
Space attack capability. Their weak Direct combat ability is for defensive purposes only.
Upgrade / Build: This unit can be built in a Factory.

PTS Laser Cannon (PTS Laser): With the advent of Fusion Beams, large lasers can be mounted on a 
Megachassis body and pointed at space to protect against space ships.
Tech Required: PTS Fusion Cannon
Unit Summary: PTS Laser Cannons are more effective than PTS Missile Launchers against Ranged-Space 
units.
Upgrade / Build: This unit can be built in a Factory.

PTS Meson Cannon (PTS Meson): A significant upgrade to PTS Laser Cannons in Ranged-Space power.
Tech Required: PTS Fusion Cannon, Meson Cannon, Monofilament
Unit Summary: PTS Meson Cannons are to be feared when attacking cities with Ranged-Space ships.
Upgrade / Build: This unit requires a PTS Laser Cannon unit and can be built at a Factory.

Discontinuity Cannon (PTS Beam): With a powerful particle beam, Discontinuity Cannons are the most 
feared Ranged-Space defensive weapons in the game.
Tech Required: PTS Fusion Cannon, Discontinuity Beam
Unit Summary: Discontinuity Cannons are highly accurate and massively powerful Ranged-Space 
defensive weapons that can take out fleets of space units single handedly.
Upgrade / Build: This unit requires a PTS Laser Cannon unit and can be built at a Factory.

Foot Units

Militia Legion (Militia Lgn): Militia Legions are the weakest foot unit.
Tech Required: None
Unit Summary: Militia Legions are early defensive units only moderately effective in large numbers.
Upgrade / Build: This unit can be built anywhere.

Infantry Legion (Infantry Lgn): Infantry Legions have twice as much armor as Militia Legions
Tech Required: Composite Armor
Unit Summary: Infantry Legions make better defensive units than Militia Legions but are still only 
moderately effective in large numbers.
Upgrade / Build: This unit can be built in a Fort.

Officer Corp (Officer): Officer Corp boosts loyalty of troops 20% and has decent spotting for an early 
unit
Tech Required: Energy Physics
Unit Summary: Office Corp can be used early to increase the loyalty of your troops.
Upgrade / Build: This unit can be built in a Fort.

Flame Thrower (Torch Lgn): Flame Throwers have a better Direct combat power and higher accurate 
Close combat ability than Militia legions
Tech Required: Parapsychology, Electron Microscopes
Unit Summary: Flame Throwers can be built at Wells and are much more effective than Militia Legions.
Upgrade / Build: This unit can be built in a Well.

Covert Legion (Covert Lgn): Covert Legions are well camouflaged so that they can sneak behind enemy 
lines and take out units before they knew what hit them.
Tech Required: Ceramsteel Armor, Psychosocial Engineering
Unit Summary: Covert Legions moderately high camouflage rating, good spotting ability, and versatility 
make then excellent early foot units.
Upgrade / Build: This unit can be built in a Fort.

Security Specialist (Viper): Security Specialists are the Security forces of the Viper Militia. They have 
good spotting, slightly above average camouflage, mediocre Direct combat ability, and fairly accurate 
Close combat capability.
Tech Required: Viper Militia
Unit Summary: Security Specialist can be built in Farms and are much more effective than Militia 
Legions. Their moderate Direct and Close make them effective for assaults on poorly defended stacks and 
cities.
Upgrade / Build: This unit can be built in a Farm.

Sniper (Sniper): Snipers are similar to Security Specialists except that they have mediocre Indirect and Air 
combat capabilities.
Tech Required: Viper Militia
Unit Summary: Snipers are good at picking off units from a distance, and their Indirect combat enables 
them to indiscriminately attack ground units. Their Air capability makes them effective against air units in 
large numbers.
Upgrade / Build: This unit can be built in a Farm.

Fertilizer Specialist (Weed Whacker): Fertilizer Specialists make bombs from fertilizer and have 
moderate Indirect and Direct combat abilities.
Tech Required: Viper Militia, Pharmaceuticals
Unit Summary: Fertilizer Specialists moderate Indirect and Direct combat capabilities make then effective 
against weak armored units.
Upgrade / Build: This unit can be built in a Farm.

Fanatic Legions (Fanatics): Fueled with the Valor of Religion, Fanatics have a moderately accurate but 
weak Direct combat capability and a moderately high Close combat ability.
Tech Required: Fanaticism
Unit Summary: Fanatic Legions can be built in Church and are effective against early foot units and weak 
armored units.
Upgrade / Build: This unit can be built in a Church.

Heavy Infantry Legion (Heavy Inf Lgn): Heavy Infantry Legions have moderate Indirect and Air combat 
capabilities.
Tech Required: Ceramsteel, Monofilament
Unit Summary: Heavy Infantry Legions are excellent units early in the game. Their accurate Indirect and 
Air makes them effective against both ground and air units.
Upgrade / Build: This unit can be built in a Fort.

Tracker Legion (Trackers): Tracker Legions high spotting and good camouflage make then excellent 
scouting units.
Tech Required: Tracker Legion
Unit Summary: Tracker Legions are great for scouting planets early in the game and their moderately high 
Close combat accuracy make them effective against weak foot units.
Upgrade / Build: This unit can be built in a Fort.

Spy (Spy): Spies have a highly accurate Close combat ability, good spotting, camouflage, and agility.
Tech Required: Tracker Legion
Unit Summary: With their high Close combat accuracy, Spies make excellent additions to forces attacking 
stacks with many foot units.
Upgrade / Build: This unit requires the Officer Corp unit and can be built at a Fort.

Blademaster (Blademaster): Blademasters are upgrades to Nobles that have a Close combat ability that is 
almost as good as a Spys.
Tech Required: Meditation, Wireblades
Unit Summary: Blademasters are much better than Nobles, upgrade your Nobles at the earliest 
convenience. Even with this upgrade, Blademasters should not be used offensively.
Upgrade / Build: This unit requires the Noble unit and can be built at a Palace.

Power Armor Legion (Power Lgn): Power Armor Legions have a high armor rating due to their powered 
armor and a well-rounded attack capability with Indirect, Air, and Close combat modes.
Tech Required: Powered Csteel Armor
Unit Summary: Power Armor Legions are very effective attacking units early in the game. Their high 
armor enables them to take damage well, while their well-round attack skills make then effective in many 
different attack strategies.
Upgrade / Build: This unit can be built in a Fort.

Dervish (Dervish): Dervishes have a very accurate Psychic attack and stay as far away from the combat as 
they can.
Tech Required: Fanaticism, Psychosonic Manipulation, Holy Warriors
Unit Summary: Dervishes very accurate Psychic attack and high rank make them very effective against 
any kind of unit when added to an assault force.
Upgrade / Build: This unit requires the Fanatic Legion unit and can be built at a Church.

Assault Legion (Assault Lgn): Assault Legions are upgrades to Power Armor Legions.
Tech Required: Assault Legion
Unit Summary: Assault Legions are better Power Armor Legions. Upgrade your Power Armor Legions to 
Assault Legions at your earliest convenience.
Upgrade / Build: This unit requires the Power Armor Legion unit and can be built at a Fort.

Assassin (Assassin): Assassins have a very accurate Close combat ability.
Tech Required: Assassin
Unit Summary: Assassins are meant to take out Nobles. Their high spotting, camouflage, and agility 
coupled with their highly accurate Close combat capability make them ideal for the task.
Upgrade / Build: This unit requires the Spy unit and can be built at a Fort.

Chem Shock Legion (Grimsons): Chem Shock Legions abilities are enhanced by combat drugs making 
them very effective assault units.
Tech Required: Grimsons Legion
Unit Summary: Although having a slightly less powerful Close combat than Assault Legions, their higher 
Indirect and Air accuracy makes slightly more effective in these areas.
Upgrade / Build: This unit can be built in a Fort.

Special Forces (SPF Lgn): Special Forces are the upgrade to Covert Legions making them much more 
powerful. Their good spotting and high camouflage make them ideal for penetrating enemy lines. Also their 
accurate Indirect, Air, and Direct make them very effective assault units.
Tech Required: Special Forces
Unit Summary: Special Forces are excellent assault units. They can single handedly take out stacks of 
weak units.
Upgrade / Build: This unit requires the Covert Legion unit and can be built at a Fort.

Shock Legion (Shock Lgn): Shock Legions are the next upgrade to Power Armor Legions. Fueled with 
combat drugs encased in powered armor, they take damage well and have good Indirect, Air, and Close 
combat abilities.
Tech Required: Assault Legion, Combat Drugs
Unit Summary: Shock Legions are excellent assault units. They have high movement, decent spotting, 
camouflage, and agility making them effective against many different units. Their well-rounded attack 
capabilities enable them to be effective against stacks with several different unit movement types.
Upgrade / Build: This unit requires the Power Armor Legion unit and can be built at a Fort.

Genetic Warrior Legion (Gen Lgn): Genetic Warrior Legions are upgrades to Chem Shock Legions and 
have a very accurate and powerful Close combat and an accurate but weak Direct combat ability.
Tech Required: Grimsons Legion, Viral DNA
Unit Summary: Genetic Warrior Legions are specialty units that are excellent against foot units and 
moderately good against armored units. Consider coupling them with Shock Legions and you will have a 
deadly fighting force.
Upgrade / Build: This unit requires the Chem Shock Legion unit and can be built at a Fort.

Doppleganger (Dganger): Dopplegangers are more effective upgrades to Spies than Assassins are. They 
have excellent movement, spotting, camouflage, and agility and a very highly accurate Close combat 
attack.
Tech Required: Assassin, Dormant Virus
Unit Summary: Dopplegangers are meant to take the place of a Noble in combat when an attempt is being 
made to assassinate your noble. Also they make excellent assassins of Nobles.
Upgrade / Build: This unit requires the Spy unit and can be built at a Fort.

Cybercorp (Cybercorp): Surgically altered units with enhance abilities are the Cybercorp. They are 
another upgrade to Covert Legions. With very accurate Indirect, Air, and Direct combat abilities they are 
very deadly units.
Tech Required: Special Forces, Neurocellular Surgery
Unit Summary: Cybercorp are deadly surgically altered special forces units that can penetrate enemy lines 
and cause serious havoc.
Upgrade / Build: This unit requires the Covert Legion unit and can be built at a Hospital.

Xyll Warbeast (Warbeast): These concoctions of mad scientists are a nightmare to foot units. They have a 
highly accurate and powerful Close combat ability and a very accurate and moderate Direct combat 
capability. They have high movement, excellent camouflage, and very high agility. 
Tech Required: Xyll Warbeast, Wetware
Unit Summary: Xyll Warbeasts are deadly creatures. They can shread entire armies of foot units and can 
be very effective against armored units as well.
Upgrade / Build: This unit can be built in a Fort.

Saboteur (Sabateur): Saboteurs support the strategy of burn and run tactics. Since they are an upgraded 
engineer they can build cities, but they are meant for razing the cities of your enemies. Their only attack 
mode is a highly accurate and powerful Indirect attack to represent their setting of explosive devices. Their 
high camouflage and agility make them excellent for sneaking into enemy compounds and causing lots of 
havoc.
Tech Required: Demolition
Unit Summary: The Saboteur is designed to support burn and run tactics. They have an excellent Indirect 
ability and are excellent at taking out enemy forces. Afterwards, the saboteur can raze the captured 
structure at will.
Upgrade / Build: This unit requires the Engineer unit and can be built in a Fort.

Marauder Legion (Star Lgn): The Marauder Legion is an upgrade for the Shock Legion. Using its rocket 
pack, the Marauder Legion can fly great distances. It is also very agile and heavily armored. It has an 
accurate but weak Indirect, a very accurate and moderate Air, and a very accurate but deadly Close combat 
ability.
Tech Required: Rocket Legion
Unit Summary: A Marauder Legion is superior in every way to the Shock Legion and should be used on 
virtually every offensive late in the game.
Upgrade / Build: This unit requires the Shock Legion unit and can be built at a Fort.

Ranger Legion (Rangers): The Ranger Legion is an upgrade for the Genetic Warrior Legion. It has very 
accurate Direct and Close combat abilities with its Close combat ability the stronger of the two. Plus an 
accurate but weak Indirect round out this units offensive capability.
Tech Required: Grimsons Legion, Viral DNA, Neumonic Armor
Unit Summary: A Ranger Legion is superior to a Genetic Warrior Legion in every way. Heavily armored, 
very high camouflage, and excellent Direct and Close combat abilities make Ranger Legions awesome 
additions to any assault force.
Upgrade / Build: This unit requires the Genetic Warrior Legion unit and can be built at a Fort.

Hover Units

Hover Truck (Hover Truck): The Hover Truck is capable of transporting two units and is twice as fast as 
a Freight Hauler.
Tech Required: Hovertech
Unit Summary: The Hover Truck is a fast transporter but has no offensively abilities and so care should be 
taken transporting items in a hostile environment.
Upgrade / Build: This unit can be built in a Factory.

Hover Tank Killer (Eagle): The Hover Tank Killer unit is a more advanced version of a Tank Killer unit. 
It has high movement, low spotting, mediocre camouflage, moderate agility, and moderate armor. It has an 
accurate and good Indirect and an accurate and moderate Direct combat ability.
Tech Required: Hover Tank
Unit Summary: Hover Tank Killers are fast and effective armored units good at taking out other armored 
units.
Upgrade / Build: This unit can be built in a Factory.

Hover Anti-Air (Peregrine): The Hover Anti-air unit is a more advanced version of the anti-aircraft unit. 
It is the same as the Hover Tank Killer except that it is a little slower, and has accurate and good Air, and 
accurate and moderate Close combat ability.
Tech Required: Hover Tank
Unit Summary: Hover Anti-air units are much more effective than early anti-aircraft units. It should be 
used as the primary defense against aircraft.
Upgrade / Build: This unit can be built in a Factory.

Hover Tank (Kestral): The Hover Tank unit is a more advanced version of the tank unit. It is just like a 
Hover Anti-Air except that it has accurate and good Indirect and accurate and moderate Air combat ability.
Tech Required: Hover Tank
Unit Summary: Hover Tanks are great offensive and defensive units. The can virtually attack an unit and 
make excellent additions to any attack force.
Upgrade / Build: This unit can be built in a Factory.

Power Hover Tank Killer (Pwr Eagle): The Power Hover Tank Killer unit is an upgrade to the Hover 
Tank Killer unit. It has quite a bit more armor and much better accuracy in both its Indirect and Direct 
attack modes.
Tech Required: Hover Tank, Mastiff Shock Tank
Unit Summary: Power Hover Tank Killers are much better than Hover Tank Killer units and should be 
upgraded as soon as possible. They make excellent assault units.
Upgrade / Build: This unit requires the Hover Tank Killer unit and can be built at a Factory.

Power Hover Anti-Air (Powergrine): The Power Hover Anti-air unit is an upgrade to the Hover Anti-air 
unit. It has quite a bit more armor and much better accuracy in both its Air and Close attack modes.
Tech Required: Hover Tank, Mastiff Shock Tank
Unit Summary: Power Hover Anti-air units are much better than Hover Anti-air units and should be 
upgraded as soon as possible. They make excellent defensive units.
Upgrade / Build: This unit requires the Hover Anti-air unit and can be built at a Factory.

Power Hover Tank (Pwr Kestral): The Power Hover Tank unit is an upgrade to the Hover Tank unit. It 
has quite a bit more armor and much better accuracy in both its Indirect and Air attack modes.
Tech Required: Hover Tank, Mastiff Shock Tank
Unit Summary: Power Hover Tank units are much better than Hover Tank units and should be upgraded 
as soon as possible. They make excellent offensive units.
Upgrade / Build: This unit requires the Hover Tank unit and can be built at a Factory.

Hover Destroyer (Annihilator): Hover Destroyers are very powerful Hover units. They are just as 
massive as a Naval Destroyer, but can move onto land. They are incredibly powerful units, have very 
accurate and moderate Indirect, accurate but very powerful Air, and very accurate and very powerful Direct 
combat abilities. They have a very high armor rating as well.
Tech Required: Advanced Hovertech
Unit Summary: Hover Destroyers are very powerful units. They have excellent attack capabilities in all of 
their 3 attack modes. They should be added to an offensive stack.
Upgrade / Build: This unit can be built in a Factory.

Hover Battleship (Armageddon): Hover Battleships have awesome Indirect and Direct capability as well 
as very high armor.
Tech Required: Advanced Hovertech
Unit Summary: Hover Battleships are awesome assault platforms. They can smash through stacks of 
armor.
Upgrade / Build: This unit can be built in a Factory.

Stealth Hover Tank Killer (Ghost Eagle): Stealth Hover Tank Killer units are a more advanced upgrade 
of the Hover Tank unit and are almost identical to Power Hover Tank Killer units except for a high 
camouflage rating.
Tech Required: Advanced Hovertech
Unit Summary: Hover Tank Killer units should be upgraded to Stealth Hover Tank Killer units as soon as 
possible.
Upgrade / Build: This unit requires the Hover Tank Killer unit and can be built at a Factory.

Stealth Hover Anti-Air (Shadow Hawk): Stealth Hover Anti-air units are a more advanced upgrade of the 
Hover Anti-air unit and are almost identical to Power Hover Anti-air units except for a high camouflage 
rating.
Tech Required: Advanced Hovertech
Unit Summary: Hover Anti-air units should be upgraded to Stealth Hover Anti-air units as soon as 
possible.
Upgrade / Build: This unit requires the Hover Anti-air unit and can be built at a Factory.

Stealth Hover Tank (S Kestral): Stealth Hover Tank units are a more advanced upgrade of the Hover 
Tank unit and are almost identical to Power Hover Tank units except for a high camouflage rating.
Tech Required: Advanced Hovertech
Unit Summary: Hover Tank units should be upgraded to Stealth Hover Tank units as soon as possible.
Upgrade / Build: This unit requires the Hover Tank unit and can be built at a Factory.

Jump Units

Frigate (SSFF): Frigates have moderate spotting, camouflage, and agility. The are the smallest capital ship
Tech Required: Space Frigate
Unit Summary: Frigates are the smallest capital ship and specialize in Close Space combat. This makes 
them effective against fighters and bombers.
Upgrade / Build: This unit can be built in a Starport.

Freighter (SSTV): Freighters have two cargo slots.
Tech Required: Freighter
Unit Summary: Freighters are easy to get early in the game and make good vessels for ferrying troops to 
reinforce cities on other planets. Their weak and inaccurate Close Space is for defensive purposes.
Upgrade / Build: This unit can be built in a Starport.

Carrier (SSCV): Carriers have four cargo slots they can use to house fighters, bombers, and space 
marines. They have an accurate and powerful Close Space combat ability to protect themselves against 
enemy fighters, bombers, and space marines.
Tech Required: Space Carrier
Unit Summary: Fighters, Bombers, and Space Marines carried by a Space Carrier are hidden at the 
beginning of a combat and automatically deploy to engage in combat. This technique can be used to give 
your units an agility bonus during combat or to carry these units from one system to the next.
Upgrade / Build: This unit can be built in a Starpot.

Armored Freighter (SSTV II): The only upgrade for the Freighter unit, Armored Freighters are better in 
every category, especially armor.
Tech Required: Freighter, Ceramsteel
Unit Summary: Upgrade your Freighters to Armored Freighters at your earliest convenience.
Upgrade / Build: This unit requires the Freighter unit and can be built at a Starport.

Bulk Hauler (SSBH): Bulk Haulers have four cargo slots and can be used to ferry large numbers of troops 
between cities and planets.
Tech Required: Bulk Hauler
Unit Summary: Bulk Haulers are excellent at ferrying troops around the galaxy, however, care should be 
taken when traveling through hostile territory - bring exscorts.
Upgrade / Build: This unit can be built in a Starport.

Fusion Frigate (Fusion SSFF): The first upgrade to the Frigate unit brings better Direct Space and Close 
Space combat abilities as well as slightly higher spotting, camouflage, agility, and armor.
Tech Required: Space Frigate, Ceramsteel, Fusion Beams
Unit Summary: Fusion Frigates are a good addition to any space fleet early in the game. They are the 
easiest capital ship upgrade to acquire. Upgrade your Frigates to Fusion Frigates at your earliest 
convenience.
Upgrade / Build: This unit requires the Frigate unit and can be built at a Starport.

Space Destroyer (SSDD): Space Destroyers have almost identical Direct Space and Close Space combat 
abilities.
Tech Required: Space Destroyer
Unit Summary: With their well balance Direct and Close Space combat capabilities, Space Destroyers are 
versatile against many different types of space units.
Upgrade / Build: This unit can be built in a Starport.

Power Bulk Hauler (SSBH II): Power Bulk Haulers are upgrades to Bulk Haulers giving them powered 
armor.
Tech Required: Bulk Hauler, Powered Csteel Armor
Unit Summary: Upgrade your Bulk Haulers to Power Bulk Haulers as soon as possible to take advantage 
of their higher armor rating.
Upgrade / Build: This unit requires the Bulk Hauler unit and can be built at a Starport.

Stealth Ship (Raider): Stealth Ships are the first cloaking ship available and can be acquired relatively 
early in the game. The have an accurate and powerful Direct Space combat ability and a slightly less 
accurate but weak Close Space combat ability.
Tech Required: Raider Stealth Ship
Unit Summary: Stealth Ships are the first cloaking ship you can get and so represent a significant 
advantage when it comes to sneak attacks on you enemies. Also, their stealth ability makes them good for 
gathering intelligence about your enemies fleet strengths.
Upgrade / Build: This unit can be built in a Starport.

Vlad Cruiser (Vlad): Vlad Cruisers are the first capital ships with a Ranged Space combat ability.
Tech Required: Space Cruiser
Unit Summary: Vlad Cruisers have a powerful Ranged Space attack making them ideal for attacking other 
capital ships and bombarding planets.
Upgrade / Build: This unit can be built in a Starport.

Carrier MKII (SSCV II): Carrier MKII are the first upgrades available to Space Carrier units. They have 
a new but limited Direct Space combat ability and a more accurate Close Space combat ability.
Tech Required: Space Carrier, Fusion Beams
Unit Summary: With the addition of Direct Space combat, Carrier MKIIs are now better defended against 
attacking capital ships. Upgrade your Space Carriers as soon as possible.
Upgrade / Build: This unit requires the Space Carrier unit and can be built at a Starport.

Meson Destroyer (Meson SSDD): Meson Destroyers have a significant increase in both their Direct Space 
and Close Space combat abilities over Space Destroyers.
Tech Required: Space Destroyer, Powered Csteel Armor, Meson Cannon
Unit Summary: Meson Destroyers have much better combat capability than Space Destroyers making 
them excellent additions to any space fleet. Upgrade your Space Destroyer units to Meson Destroyer units 
as soon as possible.
Upgrade / Build: This unit requires the Space Destroyer unit and can be built at a Starport.

Suicide Jump Bomber (Jump Martyr): Suicide Jump Bombers represent an interesting strategy in the 
employment of space bombers: attach a jump device on them so that they can be sent out on suicide 
missions against capital ships. Their only attack mode is a highly accurate and effective Ranged Space 
attack with their torpedos. They have one less movement than a regular spaceship so they can only attack a 
maximum of twice a turn before they need refueling.
Tech Required: Prophet Space Torpedo Bomber, Jump Drives, Vau Psychology, Holy Warriors
Unit Summary: Suicide Jump Bomber units are effective at seeking out and surprise attacking capital 
ships. Since they only have Ranged Space combat capability, they are totally useless against Space Fighters 
and Space Stations (except the Doomstar).
Upgrade / Build: This unit requires the Space Torpedo Bomber unit and can be built at a Starport.

Meson Cruiser (Meson Vlad): Meson Cruisers have a little more accuracy but a lot more powerful 
Ranged Space and Direct Space combat capability than Vlad Cruisers. They also have a little more armor.
Tech Required: Space Cruiser, Powered Csteel Armor, Meson Cannon
Unit Summary: Meson Cruisers are effective capital ship destroyers and city bombardiers. Vlad Cruisers 
should be upgrade to Meson Cruisers as soon as possible.
Upgrade / Build: This unit requires the Vlad Cruiser unit and can be built at a Starport.

Fusion Raider (Pirate): The only upgrade for the Stealth Ship, the Fusion Raider has more accurate and 
powerful Direct Space and Close Space combat capability.
Tech Required: Raider Stealth Ship, Fusion Beams
Unit Summary: Fusion Raiders are more powerful Stealth Ships and therefore more effective at raiding 
and scouting behind enemy lines. Upgrade your Stealth Ships to Fusion Raiders as soon as possible.
Upgrade / Build: This unit requires the Stealth Ship unit and can be built at a Starport.

Cadiz Dreadnought (Dreadnot): The king of the capital ships, the Cadiz Dreadnought has powerful and 
accurate Ranged Space and Direct Space combat abilities. Cadiz Dreadnoughts have 2 cargo slots.
Tech Required: Space Dreadnought
Unit Summary: Cadiz Dreadnoughts are excellent at destroying capital ships and bombarding planets. 
They can take on small fleets of lesser capital ships by themselves.
Upgrade / Build: This unit and can be built in a Starport.

Stealth Jump Bomber (Saint): Stealth Jump Bombers fulfill what lacks in the role of the Suicide Jump 
Bomber: reconnaissance and surprise attacks. They are also a little more accurate in the ranged attack and 
have a much higher camouflage rating.
Tech Required: Jump Drives, Vau Psychology, Holy Warriors, Neumonic Armor
Unit Summary: Stealth Jump Bombers now are very effective sneak-attack space ships that are excellent 
at taking out capital ships. No longer is the mission a suicide run, if there are too many ships, simply 
retreat.
Upgrade / Build: This unit requires the Space Torpedo Bomber unit and can be built at a Starport.

Cloaking Frigate (Cloak SSFF): With the development of Cloaking Shields, Frigates can now be 
upgraded to cloaking ships. Also, Wetware technology enables the crew to be much more accurate, its 
Direct Space and Close Space combat abilities are much more accurate.
Tech Required: Space Frigate, Fusion Beams, Cloaking Shields
Unit Summary: Cloaking Frigates highly accurate attack capabilities make them effective against fighters, 
bombers, and space marines.
Upgrade / Build: This unit requires the Frigate unit and can be built at a Starport.

Stealth Bulk Hauler (SSSBH III): Finally units can be ferried around secretly and even dangerous 
missions can land powerful troops deep behind enemy lines! Stealth Bulk Haulers have a good camouflage 
rating.
Tech Required: Bulk Hauler, Cloaking Shields
Unit Summary: Stealth Bulk Haulers can be very effective at moving troops around secretly. Plus, the 
daring can go on dangerous missions to deploy troops behind enemy lines.
Upgrade / Build: This unit requires the Bulk Hauler unit and can be built at a Starport.

Cloaking Carrier (CSSCV II): Cloaking Carriers have much higher camouflage rating than Carrier 
MKIIs and Space Carriers making them effective at carrying small fleets of fighters and bombers behind 
enemy lines. Also they have a significant increase in the accuracy of their Direct Space and Close Space 
combat abilities.
Tech Required: Space Carrier, Fusion Beams, Cloaking Shields
Unit Summary: Cloaking Carriers can be used to cloak outdated fighters and bombers and also make 
excellent battle platforms when carrying advanced fighters and space marines.
Upgrade / Build: This unit requires the Space Carrier unit and can be built at a Starport.

Cloaking Destroyer (Cloak SSDD): Cloaking Destroyers have a very high camouflage rating making 
them well suited for ambush tactics. Plus they have very accurate Direct Space and Close Space combat 
weapons.
Tech Required: Space Destroyer, Meson Cannon, Cloaking Shields
Unit Summary: Cloaking Destroyers high accuracy make them very effective against many different 
space ships.
Upgrade / Build: This unit requires the Space Destroyer unit and can be built at a Starport.

Cloaking Cruiser (Vlads Ghost): Cloaking Cruisers have a fairly high camouflage rating and deadly 
accurate Ranged Space and Direct Space weapons.
Tech Required: Space Cruiser, Meson Cannon, Cloaking Shields
Unit Summary: Cloaking Cruisers high camouflage and accuracy make them ideal for taking out capital 
ships and penetrating enemy lines.
Upgrade / Build: This unit requires the Vlad Cruiser unit and can be built at a Starport.

Doomstar (Doomstar): Doomstars represent technological achievement on a grand scale. The are massive 
jump-capable battle platforms with four cargo slots. They have very high armor and deadly Ranged Space 
and Direct Space weapons. They can take out fleets of spaceships single handedly and strike fear in an 
opponent. Their use of Neumonic armor allows them to have a signature equivalent to a Space Destroyer.
Tech Required: Starbase MK M, Discontinuity Beam, Neumonic Armor
Unit Summary: Doomstars are to be feared. Their high armor rating enables them to take damage well and 
their incredibly powerful Ranged Space Weapons can devastate fleets of spaceships and undefended cities. 
Use their cargo slots to carry deadly fighters and marines to defend against enemies advanced fighters and 
space marines. They dont have high agility and so are easily targeted, but hard to damage and destroy.
Upgrade / Build: This unit can be built in a Starport.

Cloaking Dreadnought (Battlestar): Cloaking Dreadnoughts are formidable ships. Their high camouflage 
rating enables them to lurk in the shadows and ambush unsuspecting fleets and planets. They have slightly 
more accurate weapons than a Doomstar although not as powerful. A Cloaking Dreadnought has 2 cargo 
slots.
Tech Required: Space Dreadnought, Discontinuity Beam, Cloaking Shields
Unit Summary: Cloaking Dreadnoughts are the kings of kings when it comes to capital ships. They have 
quite a formidable arsenal and excel at taking out enemy fleets and sneaking behind enemy lines to knock 
out their defenses.
Upgrade / Build: This unit requires the Cadiz Dreadnought unit and can be built at a Starport.

Lander Units

Assault Lander (SSATL): Assault Landers are transport ships that dont get damaged when they land on a 
planet. They also have an accurate and moderately powerful Close combat ability
Tech Required: Assault Lander Ship
Unit Summary: Assault Landers should be used primarily to land your units near enemy cities for assault 
purposes.
Upgrade / Build: This unit can be built in a Starport.

Stealth Assault Lander (S-SSATL): The Stealth Assault Lander is similar to the Assault Lander except 
that it has a higher camouflage rating, higher armor, and more accurate Close combat ability.
Tech Required: Assault Lander Ship, Cloaking Shields
Unit Summary: Assault Landers should be upgraded to Stealth Assault Landers as soon as possible and 
used to ferry troops behind enemy lines.
Upgrade / Build: This unit requires the Assault Lander unit and can be built at a Starport.

Naval Units

Naval Transport (NTV): Naval Transports have four cargo slots making them useful for ferrying troops 
from land mass to land mass.
Tech Required: None
Unit Summary: Use Naval Transports to move your units quickly around planets. They have no attack 
abilities so be careful when sending them into uncharted waters.
Upgrade / Build: This unit can be built in a Well.

Destroyer (NDD): Destroyers have good Indirect and Air attack capabilities.
Tech Required: Destroyer
Unit Summary: Destroyers have fairly good Air defensive capabilities. Their Indirect attack can also be 
used to bombard weakly defended coastal cities.
Upgrade / Build: This unit can be built in a Well.

Battleship (NBB): Battleships have an accurate and very powerful Indirect combat capability and a less 
accurate and weak Air combat ability.
Tech Required: Battleship
Unit Summary: Battleships have a powerful Indirect combat ability making them effective at bombarding 
coastal cities. Their weak Air attack is for defensive purposes, but grouped with a Destroyer they can be 
protected against aircraft.
Upgrade / Build: This unit can be built in a Well.

Carrier (NCV): Aircraft grouped with Carriers do not have to return to cities. Carriers also have a 
powerful Air combat ability. A Carrier has 4 cargo slots, but cannot load units from the shore.
Tech Required: Aircraft Carrier
Unit Summary: Carriers make excellent additions to naval groups and since aircraft can land on them, 
they can be used as a platform for launching air attacks against enemy cities.
Upgrade / Build: This unit can be built in a Well.

Armored Transport (NTV II): Armored Transports are more heavily armored than Naval Transports.
Tech Required: Ceramsteel
Unit Summary: Upgrade your Naval Transports to Armored Transports at your earliest convenience. They 
still have no combat ability, so be careful when sending them into unknown territory.
Upgrade / Build: This unit can be built in a Well.

Submarine (NSS): Submarines Underwater attack capability makes them deadly against other naval units. 
They also have a very high camouflage rating.
Tech Required: Submarine
Unit Summary: Submarines should be used to take out naval forces. Also, added to your own naval 
groups will protect you from enemy subs. Their camouflage enables them to sneak around on planets 
undetected.
Upgrade / Build: This unit can be built in a Well.

Adv(anced) Destroyer (NDD II): Advanced Destroyers are the first upgrade available to Destroyer units. 
They have better Indirect and Air capability as well as having higher statistics in all other categories.
Tech Required: Destroyer, Pharmaceuticals, Ceramsteel
Unit Summary: Advanced Destroyers have almost twice as much Air power, and so you should upgrade 
your Destroyers to Advanced Destroyers as soon as possible.
Upgrade / Build: This unit requires the Destroyer unit and can be built at a Well.

Adv(anced) Battleship (NBB II): Advanced Battleships have more Indirect power and twice as much Air 
firepower as Battleships and are better in every other statistic as well.
Tech Required: Battleship, Pharmaceuticals, Ceramsteel
Unit Summary: Advanced Battleships are much more effective than Battleships and therefore you should 
upgrade your Battleships to Advanced Battleships as soon as you can.
Upgrade / Build: This unit requires the Battleship unit and can be built at a Well.

Battle Carrier (NCV II): Battle Carriers have a sizable increase in both the accuracy and damage of the 
Anti-air weapons. A Battle Carrier has 4 cargo slots, but cannot load units from the shore.
Tech Required: Aircraft Carrier, Pharmaceuticals, Ceramsteel
Unit Summary: Battle Carriers are much better able to defend themselves against air attacks than Carriers 
and so you should upgrade them as soon as possible.
Upgrade / Build: This unit requires Carrier units and can be built at a Well.

Ballistic Submarine (Mauler): This unit is really a crawler unit but listed here because it is used as a naval 
unit. Ballistic Submarines can defend against orbital bombardment with their ballistic missiles. The also 
have a high camouflage just like submarines, but their Underwater attack capability is slightly weaker than 
an ordinary submarine.
Tech Required: Submarine, Megachassis
Unit Summary: Ballistic Submarines are very mobile Ranged Space defensive weapons and should be 
used accordingly. They become slightly less effective against naval units and so are not direct replacements 
for submarines.
Upgrade / Build: This unit requires the Submarine unit and can be built at a Well.

Mini Missile Submarine (Mite): This unit is really a crawler unit but listed here because it is used as a 
naval unit. Mini Missile Subs are used to harass the enemy on planets where he has not yet established a 
superior naval force and has cities within 5 hexes of the water. Mini Missile Subs have very high 
camouflage and high agility and are the only naval unit that can be loaded onto a transport. They are not as 
powerful as submarines in Underwater combat, but have more accurate Ranged Space capability than the 
Ballistic Submarine.
Tech Required: Submarine, Fusion Rifles, Nanotechnology, Powered Csteel Armor
Unit Summary: Mini Missile Submarines are designed for harassing the enemy. Their high speed, 
camouflage, and agility make them hard to find, track down, and destroy. If you can land some of these on 
an enemys planet they should be quite the nuissance.
Upgrade / Build: This unit can be built in a Well.

Meson Destroyer (Brutalizer): Meson Destroyers have identical Indirect and Air capabilities when 
compared to Advanced Destroyers, but they also have a potent Ranged Space ability. Also their other 
statistics are higher.
Tech Required: Destroyer, Pharmaceuticals, Powered Csteel Armor, Meson Cannon
Unit Summary: Meson Destroyers are much better naval units than Destroyers or Advanced Destroyers 
and so you should upgrade your Destroyers to Meson Destroyers when possible. Like Ballistic Submarines, 
Meson Destroyers are very mobile Ranged Space defensive platforms.
Upgrade / Build: This unit requires Destroyer the unit and can be built at a Well.

Meson Battleship (Obliterator): Meson Battleships have identical Indirect and Air capabilities when 
compared to Advanced Battleships, but they also have very powerful Ranged Space weapons. Also they 
have higher statistics in the other categories as well.
Tech Required: Battleship, Pharmaceuticals, Powered Csteel Armor, Meson Cannon
Unit Summary: Meson Battleships are much better naval units than Battleships and Advanced Battleships 
and therefore Battleships should be upgrade to Meson Battleships as soon as possible. Like Ballistic 
Submarines and Meson Destroyers, Meson Battleships are very mobile Ranged Space defensive platforms.
Upgrade / Build: This unit requires the Battleship unit and can be built at a Well.

Morph Submarine (Stalker): Morph Submarines have a high camouflage and agility rating enabling them 
to use their deadly Underwater weapons.
Tech Required: Submarine, Polymorphonic Carbon
Unit Summary: Morph Submarines are much more effective than submarines, but have no Ranged Space 
capability and so are not replacements for Ballistic Submarines. Nevertheless, you should upgrade some of 
your submarines to Morph Submarines reserving the others for Ballistic Submarines or the Morph Missile 
Sub.
Upgrade / Build: This unit requires the Submarine unit and can be built at a Well.

Morph Missile Sub(marine) (Banisher): Morph Missile Subs have Ranged Space capabilities just like 
Ballistic Submarines are superior in every way.
Tech Required: Submarine, Megachassis, Polymorphonic Carbon
Unit Summary: Morph Missile Subs are much more effective than Ballistic Submarines, but their 
Underwater attack is not nearly as effective as a Morph Submarines and so do not replace Morph 
Submarines. Submarines should be upgraded to Morph Subs or Morph Missile Subs as soon as possible.
Upgrade / Build: This unit requires the Submarine unit and can be built at a Well.

Space Units

Space Fighter (Seraphim): Space Fighters have a limited Direct Space attack but good spotting, 
camouflage, and high agility.
Tech Required: Seraphim Space Fighter
Unit Summary: Since Space Fighters are immune to Ranged Space weapons, they can be used to attack 
other capital ships or defend against enemy fighters.
Upgrade / Build: This unit can be built in a Starport.

Space Torpedo Bomber (Prophet): Space Torpedo Bombers have a limited Ranged Space attack and 
almost as good spotting, camouflage, and agility as the Space Fighter.
Tech Required: Prophet Space Torpedo Bomber
Unit Summary: Like other Space units, Space Torpedo Bombers are immune to Ranged Space weapons, 
but with their Ranged Space weapons make them very effective against capital ships. Since Ranged Space 
weapons cannot target Space units they are useless against fighters, starbases (except Doomstars), and 
space marines.
Upgrade / Build: This unit can be built in a Starport.

Starbase (Nova): Starbases have good spotting, abysmal agility, and well-balanced Direct Space and Close 
Space combat weapons. Starbases have 4 cargo slots.
Tech Required: Starbase
Unit Summary: Since Starbases cannot move from a system once its built, they are great defensive units. 
They are immune to any Ranged Space weapons, but their low agility makes them susceptible to fighters 
and space marines.
Upgrade / Build: This unit can be built in a Starport.

Martyr Torpedo Bomber (Martyr): The first upgrade for the Space Torpedo Bomber and the only one 
that keeps it loadable on a Space Carrier, Martyrs have slightly higher statistics than Space Torpedo 
Bombers and a substantial increase in the accuracy of their Ranged Space attack.
Tech Required: Prophet Space Torpedo Bomber, Holy Warriors
Unit Summary: Martyr Torpedo Bombers are simply better space bombers and so you should upgrade 
your Space Torpedo Bombers as soon as possible.
Upgrade / Build: This unit requires the Space Torpedo Bomber unit and can be built at a Starport.

Power Interceptor (Terminator): The first upgrade for Space Fighters brings better spotting, camouflage, 
agility, and armor, plus a lot more accuracy and higher damage for their Direct Space attack.
Tech Required: Seraphim Space Fighter, Powered Csteel Armor, Fusion Rifles
Unit Summary: Power Interceptors are much better than Space Fighters upgrade them as soon as possible.
Upgrade / Build: This unit requires the Space Fighter unit and can be built at a Starport.

Fusion Starbase (Super Nova): The first upgrade for the Starbase brings better statistics as well as more 
accuracy and power on its Direct Space and Close Space combat abilities. Fusion Starbases have 4 cargo 
slots.
Tech Required: Starbase, Ceramsteel, Fusion Beams
Unit Summary: Fusion Starbases are a good upgrade for Starbases and can be acquired fairly early in the 
game.
Upgrade / Build: This unit requires the Starbase unit and can be built at a Starport.

Meson Starbase (Pulsar): The next upgrade for the Starbase brings even better statistics than the Fusion 
Starbase upgrade and slightly higher accuracy on its Direct Space and Close Space weapons, but almost 
twice as much power on its Direct Space attack. Meson Starbases have 4 cargo slots.
Tech Required: Starbase MK M
Unit Summary: Meson Starbases have a very powerful Direct Space and a fairly powerful Close Space 
combat ability making them excellent planet defenders. Upgrade your Starbases as soon as possible.
Upgrade / Build: This unit requires the Starbase unit and can be built at a Starport.

Stealth Interceptor (Devil): Stealth Interceptors bring a substantial increase in camouflage rating over the 
Power Interceptor Space Fighter upgrade and also more accurate Direct Space weapons.
Tech Required: Seraphim Space Fighter, Fusion Rifles, Neumonic Armor
Unit Summary: Stealth Interceptors are very hard to target making them very effective at attacking an 
space type unit, whether it be Jump, Lander, or Space. 
Upgrade / Build: This unit requires the Space Fighter unit and can be built at a Starport.

Cyber Fighter (Archangel): Cyber Fighters represent a different philosophy in space combat than the 
Stealth Interceptor brings: higher agility and accuracy.
Tech Required: Seraphim Space Fighter, Fusion Rifles, Cyberpilot
Unit Summary: Not as well camouflaged as the Stealth Interceptor, but having higher agility and accuracy 
make it a formidable opponent versus other space units.
Upgrade / Build: This unit requires the Space Fighter unit and can be built at a Starport.

Stealth-Cyber Fighter (Archdevil): The Stealth-Cyber Fighter merges the two philosophies of the Stealth 
unit and the Cyberpilot unit. It has even high accuracy than the Cyber Fighter, better camouflage than the 
Stealth Interceptor, and just as good agility as the Cyber Fighter.
Tech Required: Seraphim Space Fighter, Fusion Rifles, Cyberpilot, Neumonic Armor
Unit Summary: Stealth-Cyber Fighters are the best space fighter unit in the game. They make excellent 
units to use against any other space unit.
Upgrade / Build: This unit requires the Space Fighter unit and can be built at a Starport.

Space Marines (Space Lgn): Space Marines are very small but powerful units. Their small size gives them 
a very high camouflage rating and agility. They have a very accurate and powerful Close Space combat 
representing their unique method of attack: penetrate enemy defenses and attempt to get inside a capital 
ship using their powerful but concentrated weapons to bore a hole in the enemy ship where they can use 
their deadly biochemical weapons to wreak havoc on the hapless crew.
Tech Required: Space Marines
Unit Summary: Space Marines are very effective at damaging capital ships. They also have good 
defensive abilities versus fighters and other Space Marines making them very potent troops to use in any 
combat.
Upgrade / Build: This unit requires the Rocket Legion unit and can be built at a Starport.

Wraith Space Marines (Specter Lgn): Wraith Space Marines have an incredibly high camouflage rating 
and can penetrate enemy defenses at will. They also have a slightly more accurate Close Space combat 
ability.
Tech Required: Space Marines, Neumonic Armor
Unit Summary: Wraith Space Marines high camouflage rating make them very effective against virtually 
any other space unit.
Upgrade / Build: This unit requires the Space Marine unit and can be built at a Starport.

Phasing Starbase (Quasar): The technological wonder of Cloaking Technology, Phasing Starbases have a 
fairly good camouflage rating for an object of its size. But the accuracy and powerful of its Direct Space 
and Close Combat weapons are to be feared. Phasing Starbases have 4 cargo slots.
Tech Required: Starbase MK M, Discontinuity Beam, Cloaking Shields
Unit Summary: Although its weapons are not as powerful as a Doomstars a Phasing Starbase has much 
better camouflage and agility and is meant for defending planets. Also since Doomstars are not upgrades, 
Phasing Starbases represent the best defensive space unit in the game and are welcome additions to any 
planetary defense.
Upgrade / Build: This unit requires the Starbase unit and can be built at a Starport.

Tread Units

Self-Propelled (SP) Anti-Tank (Bruiser): SP Anti-tank units are more sophisticated versions of the Anti-
tank Gun unit. They have higher movement and power.
Tech Required: Composite Armor
Unit Summary: SP Anti-tank units are good early offensive units for taking out armored units.
Upgrade / Build: This unit can be built in a Factory.

SP Anti-Air (Tornado): SP Anti-air units have higher movement and power than Anti-aircraft Guns.
Tech Required: Composite Armor
Unit Summary: SP Anti-air units are good early Air defensive units.
Upgrade / Build: This unit can be built in a Factory.

SP Artillery (Smyter): SP Artillery units have higher movement and power than the Artillery unit.
Tech Required: Composite Armor
Unit Summary: SP Artillery units are good early offensive units for taking out any ground unit.
Upgrade / Build: This unit can be built in a Factory.

Anti-Infantry Tank (Anti-Inf): Anti-infantry Tanks are designed to eliminate foot units with their good 
Close combat capability.
Tech Required: Composite Armor, Energy Physics
Unit Summary: Anti-infantry Tanks Close combat makes them effective against foot units.
Upgrade / Build: This unit can be built in a Factory.

Med(ium) Tank (Wolfen): Med Tanks are the first tank unit and the cornerstone of all ground assaults. 
They have mediocre Indirect and Air capabilities as well as good movement.
Tech Required: Composite Armor, Energy Physics
Unit Summary: Med Tanks are good assault units and their Indirect and Air attack capability makes them 
effective versus virtually any defensive force.
Upgrade / Build: This unit can be built in a Factory.

Tank Killer (Wolverine): Tank Killers are specialty tanks designed to take out armored units. Their 
Indirect capability is equivalent to a Med Tanks but they have Direct attack that makes them very effective 
at taking out armored units.
Tech Required: Composite Armor, Energy Physics
Unit Summary: Tank Killers are effective at taking out armored units and should be a part of every assault 
force.
Upgrade / Build: This unit can be built in a Factory.

Scout Tank (Greyhound): Scout Tanks are fast, agile, and have good spotting ability. They also have 
almost as good attack skills as a Med Tank making effective assault tanks as well.
Tech Required: Ceramsteel
Unit Summary: Scout Tanks are the first unit with good spotting ability early in the game. Use them on 
assaults to help find hidden units and also to scout uncharted territory.
Upgrade / Build: This unit can be built in a Factory.

Assault Tank (Pitbull): Assault Tanks are a good upgrade for the Medium Tank unit. They have slightly 
higher statistics in all categories versus the Medium Tank.
Tech Required: Pitbull Battle Tank
Unit Summary: Assault Tanks are welcome upgrades to Medium Tanks.
Upgrade / Build: This unit requires the Medium Tank unit and can be built at a Factory.

Rocket Art(illery) (Howler): Rocket Artillery is the first good Indirect and Anti-air unit. It has an accurate 
Indirect and fairly accurate Air capability.
Tech Required: Web Missiles
Unit Summary: Rocket Artillery make great assault units.
Upgrade / Build: This unit can be built in a Factory.

Reaper Field Tank (Reaper): Reaper Field Tanks are substantially better than Anti-infantry Tanks in 
every statistic.
Tech Required: Ceramsteel, Fusion Rifles
Unit Summary: Reaper Field Tanks accurate Close combat ability make them effective versus foot units.
Upgrade / Build: This unit requires the Anti-infantry Tank unit and can be built at a Factory.

Heavy Tank Killer (Direwolf): Heavy Tank Killers are substantially better than Tank Killer units in every 
statistic.
Tech Required: Direwolf Fusion Tank
Unit Summary: Heavy Tank Killers are excellent assault tanks versus armor.
Upgrade / Build: This unit requires the Tank Killer unit and can be built at a Factory.

Assault Gun (Violator): Assault Guns have good accuracy and power on their Indirect weapons and fairly 
good accuracy and power on their Air capability.
Tech Required: Assault Gun
Unit Summary: Assault Guns are excellent units to bring on any assault.
Upgrade / Build: This unit can be built in a Factory.

Grim Reaper Tank (Grim Reaper): With the addition of nasty biochemical weapons, Grim Reaper Tanks 
have a very potent Close combat ability.
Tech Required: Grim Reaper Tank
Unit Summary: Grim Reaper Tanks are excellent units to add when assaulting foot units.
Upgrade / Build: This unit requires the Anti-infantry Tank unit and can be built at a Factory.

Mega Tank (Mastiff): Mega Tanks are the only versatile tank. They have good Indirect, fair Air, and good 
Direct combat abilities.
Tech Required: Mastiff Shock Tank
Unit Summary: Mega Tanks are excellent assault units and should be used in every ground assault.
Upgrade / Build: This unit can be built in a Factory.

Pestulator Artillery (Pest Art): Pestulator Artillery have devastatingly accurate Indirect and good Air 
combat abilities.
Tech Required: Pestulator Artiller
Unit Summary: Pestulator Artillery are awesome assault units.
Upgrade / Build: This unit can be built in a Factory.

Stealth Rocket Artillery (Werewolf): Stealth Rocket Artillery are a good upgrade to the Rocket Artillery 
unit. All their statistics are higher with sizable improvements in the accuracy of both its Indirect and Air 
capability and its camouflage.
Tech Required: Web Missiles, Neumonic Armor
Unit Summary: Stealth Rocket Artillery are excellent units to use for sneak attacks on the enemy.
Upgrade / Build: This unit requires Rocket Artillery the unit and can be built at a Factory.

Stealth Assault Gun (Penetrator): Stealth Assault Guns are great upgrades to the Assault Gun unit. Their 
statistics are higher with a much higher camouflage rating and little more Indirect accuracy.
Tech Required: Assault Gun, Neumonic Armor
Unit Summary: Stealth Assault Guns are excellent units to use in your sneak attack groups.
Upgrade / Build: This unit requires the Assault Gun unit and can be built at a Factory.

Stealth Tank (Wraith): Stealth Tanks have much higher camouflage than a Mega Tank as well as a little 
bit more accuracy in its Indirect, Air, and Direct attack modes.
Tech Required: Mastiff Shock Tank, Neumonic Armor
Unit Summary: Stealth Tanks are excellent units to add to your sneak attack stacks.
Upgrade / Build: This unit requires the Mega Tank unit and can be built at a Factory.

Stealth Reaper (Ghost Grim): Stealth Reapers have much higher camouflage than the Grim Reaper Tank 
and a substantial improvement in both its Air and Close combat abilities.
Tech Required: Grim Reaper Tank, Neumonic Armor
Unit Summary: Stealth Reapers are excellent stealth units to use against foot units.
Upgrade / Build: This unit requires the Anti-infantry unit and can be built at a Factory.

Stealth Pestulator (Ghost Pest): Stealth Pestulators have much higher camouflage than Pestulator 
Artillery and higher accuracy as well with its Indirect and Air combat modes.
Tech Required: Pestulator Artillery, Neumonic Armor
Unit Summary: Stealth Pestulators are devastating units and make awesome additions to any attack group.
Upgrade / Build: This unit requires the Pestulator Artillery unit and can be built at a Factory.

Wheel Units

Freight Truck (Truck): The Freight Hauler unit is a slow transport that can load two units.
Tech Required: None
Unit Summary: Freight Haulers are indispensable at moving Engineers and other units around early in the 
game. Since they cannot attack be careful when moving them into unknown territory.
Upgrade / Build: This unit can be built in a Factory.

Anti-Tank Gun (ATG): The Anti-tank Gun unit is a slow unit crudely built in mines.
Tech Required: None
Unit Summary: Anti-tank Guns are effective early in the game against armored units.
Upgrade / Build: This unit can be built in mines.

Anti-Aircraft (Flak): The Anti-aircraft unit is a slow unit crudely built in mines.
Tech Required: None
Unit Summary: Anti-aircraft units are effective early in the game against air units. Their Close combat 
capability is for defensive purposes only.
Upgrade / Build: This unit can be built in mines.

Artillery (Artillery): The Artillery unit is a slow unit crudely built in mines.
Tech Required: None
Unit Summary: Artillery units are effective early in the game against ground units. Their Air combat 
capability is for defensive purposes only.
Upgrade / Build: This unit can be built in mines.
Lessons Learned

Along the way, Ive learned a great deal about the game. Some of my ideas I could not implement exactly 
the way I wanted. For instance, I wanted to have Ballistic Submarines and naval Meson Destroyers and 
Battleships with Ranged Space capability. Unfortunately, I discovered that Crawler units are the only ones 
that can use their Ranged Space weapons on a Space unit that bombards planets. As it turns out, you cant 
attack naval units with Ranged Space weapons, so even if naval units could use their Ranged Space 
weapons against Space ships, they would be invulnerable to Ranged Space attacks (this isnt all bad, see 
below). Modifying the TARGET.DAT file made no difference. So I decided to make all of the PTS crawler 
units move zero, changed crawler units so that they can move only on water, and added the Ballistic 
Missile and Mini Missile Submarines and Meson Destroyers and Battleships. So even though they are 
crawler units, they can only move on water.

To support the use of Mini Missile Subs on enemy planets, I decided to make crawler units immune to 
Ranged Space attack. This makes PTS crawler units extremely powerful for both defending planets and 
harassing enemy planets. Since naval units are also immune to Ranged Space attacks, they can be very 
useful when used to attack enemy coastal cities.

To prevent the movement of the real land PTS units from moving into the water, I made all of their 
movement zero. They are still loadable, so that is the only way they can be moved.

Naval units not being able to return to a land city after being built presented an interesting problem for 
upgrades. Fortunately there was one structure (actually two) that could be built on water  Wells. So I 
decided to make Wells double as Shipyards, and as long as you build a Well on water you could upgrade 
your naval units to more advanced ones.

I had to modify the DAMAGE.DAT file so that units with a low Attack Strength / Defenders Armor ratio 
would not do very much damage when the made a hit, and units with a high Attack Strength / Defenders 
Armor ratio would do a lot of damage. Before I made this change, a single Space Marine or advanced space 
fighter could destroy a Cloaking Dreadnought. Now, Space Marines and fighters can still hit them easily, 
but cannot destroy them single handedly and often only damage them slightly. Now units with high armor 
class or more likely to survive a battle, especially against foes with weak Attack Strengths.

Upgrading units presented an interesting problem in that only the first unit of the subclass can be used as a 
unit needed for an upgrade. So, unfortunately, there are several classes of units that once you upgrade, you 
cant upgrade any more. To get around this problem, for instance I wanted Chem Shock Legions to be 
upgraded to Genetic Warrior Legions and then the Genetic Warrior Legions upgraded to Rangers. To get 
this to work, I had to move the Genetic Warrior Legions to the Ranger unit class and make them the first 
unit in the subclass. Then I could upgrade them to Rangers. But other units, like the jet fighters are all in 
the same class, so that means only the Jet-Propulsion Fighter can be upgraded to the different fighter units 
and all of the others in that class cannot.

Adding units was fun, but each class is limited to 5 subclasses, so Ive already filled up a few of the classes, 
namely Space Fighters, Starbases, Submarines, Jet Fighters, Long-Range Bombers, and Infantry. If you add 
any more subclasses, you wont be able to build them in the game, but Im pretty sure you can still add 
them with the Galaxy Editor.

Quirks

There are several quirks in the Hyperion Patch, some Ive introduced, but others already existed. In the 
Trojan Map, when units route they disappear and you cannot do anything with them until next turn. During 
the next turn, when you are cycling through your units you will come across an invisible group of units. If 
you use the Select All button and then move them, they will all reappear. This presents a problem when 
dealing with Rebel Partisans because when the next turn occurs they will rebel. So when dealing with 
Rebel Partisans you have to try to boost up their loyalty or try to kill them outright. This side effect, though, 
does make the game more challenging (and fun!).

In order to use Fertilizer Specialists with the Galaxy Editor (they use the Peasant icon which isnt 
available), I had to put them in the same class as Militia units. This means that you can come across Rebel 
Fertilizer Specialists that look just like Militia, but when you build the Fertilizer Specialist it will only use 
the Peasant unit icon.

I moved the Genetic Warrior Legion icon over to the Ranger icon, but left the Genetic Warrior Legion in 
the same subclass (Chem Shock Legion) so that if an Alien Ruin used them it wouldnt cause problems.

Since I made crawler units move on water only, they will try to board a Naval Transport or Carrier when 
you attempt to move them onto a naval stack with them in it. The solution is to move the Naval Transports 
or Carriers onto your naval crawler stacks and then they will be able to assimilate into the rest of your naval 
fleet. Please note that since Mini Missile Subs are loadable, they will automatically load onto the Naval 
Transport or Carrier.

The computer seems to build lots and lots of trucks on Byzantium II. The only thing I can think about doing 
to prevent this from happening is try to move them from the Naval Transport subclass to another subclass 
possibly a wheeled subclass (like Anti-Aircraft Guns). I will look into this further.
The Formulas

By using what is stated in the manual for various resources:

Biochemicals -> genetically altered, drug enhanced
Electronics -> spotting, servos, silicon wafers, think machines
Ceramsteel -> lighter, stronger than composite armor, advanced armor hover and large spaceships
Wetware -> combine people with machines (+ agility, + accuracy)
Monopols -> integral to fusion power generation, fusion weapons and powered armor

I generated formulas for all the statistics except psy defense which I pretty much left alone. Those statistics 
are Movement Rate (MR), Spotting (Sp), Camouflage (Ca), Agility (Ag), Armor (Ar), Accuracy (Ac), 
Attack Strength (AS), Time to Build (TB), and Unit Upkeep / Cost per turn ($).

For each statistic I thought of what would be a positive modifier to that statistic and what would be a 
negative modifier and used the units movement type as the base statistic for that unit. So, for instance, an 
Air units Movement Rate would have a higher base than a Foot units. Also, the resources used are 
assigned to a specific statistic and so you couldnt use one resource, say Electronics, to improve more than 
one statistic. For each statistic Ive summarized the positive and negative modifiers and included the 
formula below that particular statistic. All the resources used are totaled for that unit and that represents 
what materials are needed to build the unit.

Movement Rate (MR) is influenced by:
1. Movement Type (MT), i.e. air, crawler, foot, tread, etc.
2. +Monopols (Mo) (plus sign, +, indicates positive influence)
3. +Chemicals (Ch)
4. +Biochemicals (Bi) (foot units only)
5. +Wetware (We) (foot units only)
6. +Electronics (El)
7. -Metal (Me) (minus sign, -, indicates negative influence)
8. -Ceramsteel (Ce)

MR = MT - (Me / 20) + Ch + Bi (foot only) + El - (Ce / 40) + We (foot only) + Mo

MT = air(14), crawler(1), foot(2), hover(6), naval(8), tread(4), wheel(3), space(3), jump(3), lander(3)
Ch, Bi (foot only), El, We (foot only), and Mo are the number of each resource "devoted" to Move Rate

Spot (Sp) is influenced by:
1. +El
2. +MT
3. +Bi (foot only)

Sp = MT + El + Bi (foot only)

MT = air(6), crawler(2), foot(2), hover(2), naval(4), tread(2), wheel(2), jump(2), space(2), lander(2)
El, Bi (foot only) are the number of each resource "devoted" to Spot

Camoflauge (Ca) is influenced by:
1. +El
2. +MT
3. +Bi (foot only)
4. +Ch
5. -Me
6. -Ce

Ca = MT - (Me / 20) + Ch + Bi (foot only) + El - (Ce / 40)

MT = air(4), crawler(3), foot(6), hover(4), naval (2), tread(3), wheel(2), jump(0), space(0), lander(0)
Ch, Bi (foot only), El are the number of each resource "devoted" to Camoflauge

Agility (Ag) is influenced by:
1. +We
2. +MT
3. +Bi (foot only)
4. +El
5. -Me
6. -Ce

Ag = MT - (Me / 20) + Bi (foot only) + El + We - (Ce / 40)

MT = air(6), crawler(1), foot(4), hover(4), naval(2), tread(2), wheel(2), jump(0), space(0), lander(0)
Bi (foot only), El, We are the number of each resource "devoted" to Agility

Armor (Ar) is influenced by:
1. +Mo
2. +Me
3. +Ce
4. +Ch
5. +Bi (foot units only)
6. +MT

Ar = MT + Me + (2.5 * Ch) + (5 * Bi) (foot only) + (2 * Ce) + (Mo * 10)

MT = air(10), crawler(20), foot(0), hover(20), naval(40), tread(20), wheel(0), space(20), jump(40), 
lander(20)
Ch, Bi (foot only), Mo are the number of each resource "devoted" to Armor

Accuracy (Ac) is influenced by:
1. +We
2. +El
3. +Bi (foot only)

Ac = 2 + (2 * Bi) (foot only) + (2 * El) + (4 * We) This is divided amongst all the unit's attack modes

Bi (foot only), El, We are the number of each resource "devoted" to Accuracy

Attack Strength (AS) is influenced by:
1. +Mo
2. +Ch
3. +MT
4. +Bi (foot only)

AS = MT + [(Ch + Bi) * 5 + (Mo * 25] This is divided amongst all the unit's attack modes

MT = air(100), crawler(50), foot(40), hover(75), naval(100), tread(60), wheel(50), jump(100), space(50), 
lander(50)
Ch, Bi (foot only), Mo are the number of each resource "devoted" to Attack Strength

Singularities (Si) is influenced by:
1. +MT
2. +Me
3. +Ce

Si = MT * [Me + (Ce / 2)] / 10

MT = 0 for all, except 1 for Jump or Lander

Time to Build (?) is influenced by everything.

TB = Total of All Resources / 20

Unit Upkeep / Turn ($) is influenced by all the resources used to build the unit.

For this formula each resource was weighted depending what resources were used to create it:

Me = 1
Ch = 2 (Requires En = 1, Trace (Tr) = 1)
El = 2 (Requires En = 1, Tr = 1)
Bi = 4 (Requires En = 1, Exotica (Ex) = 1, Ch = 2)
Ce = 4 (Requires En = 1, Ch = 2, Tr = 1)
We = 9 (Requires En = 1, Ce = 4, Bi = 4)
Mo = 3 (Requires En =1, El = 2)
Si = 5 (Requires En = 1, Gems (Ge) = 1, Mo = 3)

$ = [Me + (Ch * 2) + (El * 2) + (Bi * 4) + (Ce * 4) + (We * 9) + (Mo * 3) + (Si * 5)] / 5

The Score

Before I could generate a units statistics, I needed to have a general idea of how powerful the unit was. In 
order to facilitate this, I created formulas for generating a score for each technology that can be researched 
in the game. Then a units score was a function of the technologies required to create that unit. To calculate 
the score for a particular technology, I determined all of the technologys prerequisites and then used 1 
point for each technology required + each Church like / dislike modifier + 1 point for itself + its own 
Church like / dislike modifier. So for instance Ceramsteels score is:

Ceramsteel requires:

1. Physics = 1
2. Energy Physics = 1
3. Composite Armor = 1
4. Electron Microscopes = 1
5. Itself = 1

So its score is 1 point for each technology + any Church modifiers (all 0 here) + 1 for itself + any Church 
modifiers (0 again) for itself: 1 + 1 + 1 + 1 + 1 = 5

For Combat Drugs:

1. Microbiology = 1
2. Pharmaceuticals = 1
3. (+3) Psychopharmacology = 4
4. Itself which has a (+6) Church modifier = 7

So its score is: 1 + 1 + 4 + 7 = 13

All of the technologies scores can be found in the Appendix.

A units score is calculated the same way except that if it doesnt require an applied technology then it 
doesnt receive any points for itself (since it is not a technology).

So, for instance, a Heavy Infantry requires:

1. Ceramsteel = 5
1.1. Physics = 1
1.2. Energy Physics = 1
1.3. Composite Armor = 1
1.4. Electron Microscopes = 1
1.5. Ceramsteel = 1
2. Monofilament = 9
2.1. Physics = 1
2.2. Energy Physics = 1
2.3. Electron Microscopes = 1
2.4. (+3) Nanotechnology = 4
2.5. (+1) Monofilament = 2

Unfortunately the scores for Ceramsteel and Monopols just cant be added because the technologies 
Physics, Energy Physcis, and Electron Microscopes would be added twice. So they are counted only once 
and therefore Heavy Infantrys score = 9 (Monopols) + 2 (Ceramsteel minus duplicated technologies, 5 - 3) 
= 11

Fanatic Legions require Fanatics technology, so their score is:

1. Holy Warriors = 11
1.1. Psychosocial Engineering = 1
1.2. Meditation = 1
1.3. Parapsychology = 1
1.4. Theurgy = 1
1.5. (+1) Indoctrination = 2
1.6. (+1) Liturgical Ritual = 2
1.7. (+2) Holy Warriors = 3
2. Pharmaceuticals = 2
2.1. Microbiology = 1
2.2. Pharmaceuticals = 1
3. (+1) Fanatics = 2

There are no redundant technologies, so Fanatic Legions score is: 11 + 2 + 2 = 15

All of the units scores can be found in the Appendix.

Research Point Cost

To compute the number of research points required to research a specific technology I implemented a 
different approach. The 3 technology base divisions starting research cost is 100 Research Points (RP). For 
each technology thereafter, it is a minimum of 50 more research points more + another 50 RP for any other 
prerequisite technologies.

So for instance, Pharmaceuticals:

1. Microbiology = 100
2. Itself = 50

So the total number of RP = 100 + 50 = 150

When a technology has two or more prerequisites, it uses the highest RP costing technology as its base, for 
instance, Powered Csteel Armor:

1. Cold Fusion Cells = 350
2. Ceramsteel = 300, but Cold Fusion Cells is the base so 50
3. Itself = 50

So to compute its score, Cold Fusion Cells base of 350 is used instead of Ceramsteels base of 300 and 
then 50 points for Ceramsteel and 50 for itself: 350 + 50 + 50 = 450

For Applied Technologies, the algorithm is slightly different because they are derived from the main 3 
technologies as opposed to being a separate stand-alone tree in itself. The number of Research Points an 
Applied Technology costs is the average of its prerequisites rounded up to the next 25 RP. So, for Special 
Forces:

1. Covert Legions
1.1. Ceramsteel
1.2. Psychosocial Engineering = 100
2. Powered Csteel Armor = 450
3. Monofilament = 300

Covert Legions is not an applied technology, so it doesnt have a research cost, and Ceramsteel is included 
in Powered Csteel Armor, so the Research Points needed to research Special Forces:

(100 + 450 + 300) / 3 = 283.3 or rounding up to next 25 RP, 300.

If an Applied Technology has only one prerequisite, then it is half of the Research Points used for that 
technology. For instance, Demolition requires Neumonic Armor = 600 RP so half that is 300 RP.

Contributors

Id like to thank Ed Clark, Eric Moon, John Rushinsky, Bob Wahl, and George Andonyan for their 
comments in helping me make this patch. Id also like to thank Russel Roberts for his suggestions on 
making Space units immune to Ranged Space combat and Chris Donovan for his information on how to fix 
the spotting problem. Also Tom Hendersons Hacking Guide provided very helpful information on how to 
edit the UNIT.DAT and TECH.DAT files. Id also like to thank Richard Wein for his Nova patch and 
inspiring me to create this patch. I'd also like to thank Troy Schuler for his Trojan Map - thanks Troy!

The Future

Modifications to this patch will depend on your input and things lurking in the dark (like errors) that I 
havent discovered yet. I also have a few ideas for some new units that I havent implemented yet which 
might make it into a future patch. I also need to add Manowitz entries for each new technology.

Please send any comments to

casperm@doitnow.com
