You're lazy or not interested in the mathematics involved in this guide ? This chapter is for you ! It is a short version of the guide, free of mathematics, endless explanations and listings of unit characteristics. You'll find here only what the guide can teach you and that you (probably) cannot learn anywhere else. This chapter will be completed little by little.
T3 power plants are the most compact and cheapest way to produce energy. Hydrocarbon power plants are the second cheapest way to produce energy. T1 power plant is the worst way to produce energy.
T2 mass fabricators are the cheapest way to convert energy into mass. Both T2 and T3 mass fabricators cannot be build in line or in pack.
energy storages are interesting to build only if they are shared by at least two T3 power plants. Otherwise they are a waste of mass, energy and time.
mass storages can increase the output of a mass extractor by 50% if the mass extractor is surrounded by four of them. The following sequence should always be apply : building a T1 mass extractor upgrading it building four T1 mass storages around it upgrading it.
you can upgrade your commander to increase its energy and mass production. You should always do it before starting to build massively T2 or T3 mass fabricators. Aeon and Seraphim commanders can be upgraded twice to increase their output. Again you should always perform these upgrades before building massively T2 or T3 mass fabricators.
the cheapest factory to build and upgrade is the air one. The most expensive one to build and upgrade is the naval one.
the cheapest way to reach higher technological levels is by upgrading your commander.
T3 strategic missile launcher, T3 strategic missile submarine, T3 strategic defense and Seraphim experimental launcher are very difficult to assist while building missiles. If you want to increase the missile or countermissile production, you should build new strategic launchers, submarines or defenses.
T1 engineer are the cheapest way to increase your build force. You should assist every factory with the max number of T1 engineers before building a new factory. T3 support armored command unit are the most expensive way to increase your build force.
if you like to build lines of buildings, try to always build a wall between every building : they will be more difficult to destroy.
for the Aeons, UEF and Seraphims, the best shield generator is the T2 static one.
for the Cybrans, the best shield generator is the fourth version of their static shield generator if you don't worry too much about the cost. Otherwise their best shield generator is the second version of it.
if you don't worry too much about the cost, the best shield generator of the game is the Seraphim T2 static shield generator. Otherwise it's the Aeon T2 static shield generator, but the Seraphim one stays close.
if you don't worry too much about the cost, it appears that the two mobile shield generators of the UEF faction become a better choice to protect yourself than the use of their T3 static shield generators ! For the Aeons, their mobile shield generator appears to be as good as their T3 shield generator. For the Seraphims, their T3 static shield generator is a little better than their T3 mobile shield generator, but the difference is almost negligible.
nuclear defenses protect only from 0 to 60 distance unit, not 0 to 90 because when a nuke explodes, it destroy almost everything in a radius of 30 distance units.
T2 tactical defenses are more efficient if built spreaded rather than in a line.
we cannot neglect most weapons will be useless in some cases because of the relief. To help us understand this, we can use this three value scale :
low relief dependence : weapons firing missiles flying at high height in the sky, weapons using high height parabola like T3 artillery or mobile T1 artillery.
average relief dependence : weapons firing missiles flying at average height in the sky, like T2 mobile and static missile launchers, weapons using low height parabola, like T2 artillery, UEF T3 and T2 point defenses, Aeon T2 point defense, weapons firing in straight line but from some height, like the Spiderbot and its destructive beam.
high relief dependence : weapons firing in straight line from low height, like Seraphim and Cybran T2 point defenses, T1 point defenses, Cybran T2 heavy tank and most of the combat units.
the best T2 point defenses against low hp units are the Cybran and UEF ones. The best T2 point defenses against higher hp units are the Aeon and Seraphim ones.
T1 point defenses have a range from 0 to 30 distance units only, but they do more dps than any T2 point defense. A T1 point defense is more powerfull when the target is very close rather than 30 distance units away.
A line of 10 T3 point defenses can succeed to kill a Spiderbot. They are more efficient when the target is very close rather than 70 distance units away.
You can decrease the fire cycle of a T2 artillery by putting four T1 power plants around it. T2 artillery are generally useless alone. You should always make two of them.
T3 artillery are not worth it. You should avoid doing them.
tactical missile launchers have the biggest range from the T2 level : 256 distance units. Their use to harass the enemy and destroy remote enemy extractors is really worth it.