
Naval Energy Converter
The Naval Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1.1 metal per second, and can be built by the Commander or other construction units.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.

Energy Converter
The Energy Converter converts energy into metal, and can be built by the Commander or other construction units.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1 metal per second.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.

Dragon's Teeth
Dragon’s Teeth (DT) are basic defensive walls that block most T1 units and low-altitude projectiles. They can take quite a beating before they break. DT are not automatically targeted by units, and must be manually targeted (or Reclaimed).
Use them to funnel enemies into a chokepoint, or to block a path.
Heavier units like T2 tanks can roll right over them, destroying them in the process.
Use DT to stop spies/stealth tanks from sneaking into your base.

Shark's Teeth
The Shark’s Teeth are basic defensive walls that block most Tech 1 naval units and low-altitude projectiles.
Use them to funnel enemy ships into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.

Beholder
The Beholder is a tiny observation structure that can be built practically anywhere, even on the side of steep cliffs.
It has Cloak and Stealth and is hidden from radar AND line of sight when it's cloaked, making it impossible to detect.
It costs -3 energy while uncloaked, and -15 when it's cloaked.
It cannot see cloaked units, but likewise, spy bots/stealth tanks etc. cannot see the camera. If you set a staggered line of them in a gap, any cloaked units moving through it will be revealed when they unwittingly blunder into one.
Set cameras to watch over any contested ground to defeat radar jamming—especially useful vs. Sharpshooters paired with a Smuggler.
Beholders are instantly destroyed by a Juno missile.
Read more about Perimeter Cameras here

Wind Turbine
The Wind Turbine produces energy using the wind. Energy production varies depending on the wind speed, which also changes in real-time and for each map.
Be aware that wind speeds can change at any moment.
Wind Turbines are best used on maps with strong wind, as the production rate will be more likely to stay high. However, if the wind is weak, try using Solar Collectors instead.

Metal Extractor
The Metal Extractor extracts metal from metal spots on each map. The amount of metal you can extract per second is shown on each metal spot, with some spots giving more than others, especially contested ones.
Grunts are cheap units for protecting metal extractors from early raids.
Metal extractors are primary targets during early-game raids, and if destroyed, can stall an opponent's construction and give you the upper hand.
Metal extractors cost 3 energy per second in upkeep. Be mindful of this.
If threatened, metal extractors can self-destruct in just 1 second (compared to most units' 5), and deal just enough damage to kill low-health infantry or scouts standing too close.

Radar Tower
The Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Their high sight range and cheap cost makes them useful even on the front for spotting enemies.

Tidal Generator
The Tidal Generator produces energy through water movement. Tidal energy production is a consistent value and is pre-determined by the map settings.
Build in smaller groups to prevent explosive chain reactions if destroyed.
They’re essential when there is limited land and excellent on water maps.

Castro
The Castro is a short-range radar jammer. It can hide radar signatures for all allied units within its range.
Jammers are great for protecting your units from long-range fire, especially artillery.
The Castro is cheaper than the Armada Sneaky Pete, but it has a shorter jamming radius.

Naval Radar / Sonar Tower
The Naval Radar/Sonar Tower provides early warning of enemy units in the air, on land, and even underwater.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.

Solar Collector
The Solar Collector produces energy using the sun. Solar energy production is a constant +20 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re not as cost-effective as Wind Turbines, and instead, provide a safe and stable source of energy.

Energy Storage
The Energy Storage increases your energy storage capacity by 6000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and to reduce energy stalls when wind speed is low or if you lose your generators.
Energy Storages explode for high damage in a large area when killed, even higher when self-destructed. You can exploit this by deliberately building it as a bomb right where enemies may invade from.

Naval Energy Storage
The Naval Energy Storage increases your energy storage capacity by 6000 and can be built underwater.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.

Construction Turret
The Construction Turret can assist and repair nearby units, and it has more build power than any other unit, excluding the Commander. They automatically default to a Fight order when not directly controlled, causing them to repair, assist, and reclaim anything in range—including enemy units!
Use multiple on a single factory to increase build power.
You can also move Construction Turrets to other locations using a Hercules or Skyhook.
They uniquely damage only other nearby nanos when killed, but self-destruction will not damage nearby nanos. Packing them too close can lead to chain explosions. Initiating a self-destruct (or transporting) one or two, can prevent a domino effect.

Naval Construction Turret
The Naval Construction Turret can assist and repair nearby units, and can be built on the water. This makes it excellent to use on maps with limited or no land.
Use multiple on a single factory to increase build power.
It has more build power than any other unit, excluding the Commander.

Metal Storage
The Metal Storage increases your metal storage capacity by 3000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.

Naval Metal Storage
The Naval Metal Storage increases your metal storage capacity by 3000 and can be built underwater.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.

Advanced Solar Collector
The Advanced Solar Collector produces energy using the sun. Solar energy production is a constant +75 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re more costly than Wind Turbines and Solar Collectors, however, they provide a safe and stable source of energy.

Geothermal Powerplant
The Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +300, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.

Offshore Geothermal Powerplant
Underwater variant of the Cortex T1 Land Geothermal Powerplant

Juno
The Juno can build and stockpile anti-micro-electronics missiles. These will overload the most sensitive electronics and cause them to explode. Ticks, most radar- and jammer-units and mines have these sensitive electronics.
The missiles have to be launched manually, and the area of effect lasts around 25 seconds.
Use them to destroy minefields, scout spam, radar units, and jammer units.
Beware that friendly units within range can also be destroyed by these missiles. Some units with radar/jammer abilities have special Juno protected electronics, such as Spy-bots.

Fortification Wall
The Fortification Wall is an advanced defensive wall that blocks most Tech 1/Tech 2 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break. Advanced walls have almost four times the health of a basic Dragon’s Teeth, and are great when used against Alien Raptors and Scavengers.
Walls resist crushing from heavy T2 units, but some massive T3 can still plow right through them.

Shroud
The Shroud's long-range radar jammer can effectively hide large forces or even entire bases from enemy sensors.
Use it to prevent your units and structures from being targeted by long-range weapons.
It has 60 less range than Armada's Veil, but is still quite useful nonetheless.

Advanced Sonar Station
The Advanced Sonar Station is similar to the Advanced Radar Tower, except it detects sea units instead of land or air units.
Great for detecting sneaky submarines and submerged commanders.

Advanced Energy Converter
The Advanced Energy Converter converts energy into metal. Converts 600 energy into 10.3 metal per second.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.

Naval Advanced Energy Converter
The Advanced Navel Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 650 energy into 11 metal per second.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.

Advanced Radar Tower
The Advanced Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.

Advanced Metal Extractor
The Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.

Naval Advanced Metal Extractor
The Naval Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.

Nemesis
The Nemesis is an Intrusion Countermeasure System or "ICS" for short.
It's a motion detector that tracks hostile units in its range that have stealth and are cloaked.
__The ICS does NOT reveal stealth units on your radar. Instead, visual red circles constantly ping their location, and an audio alert will notify you. Your forces won't automatically fire on these pings—you must manually attack ground, or move units to find the hidden enemies.
The ICS only pings when cloaked and stealth units are moving. Those who hold still will remain hidden.
It’s great for protecting your vulnerable buildings against stealthy attacks from Gremlins or stunning EMPs from spy bots, but be mindful of its high energy operating cost (-125/s).
Unlike radar, the ICS uses 'seismic' vibrations, which means it's range is NOT blocked by terrain. You can safely build it behind natural barriers for protection.
Also great for protecting your Prevailer against stealthy EMP attacks.

Hardened Metal Storage
The Hardened Metal Storage increases your metal storage capacity by 10000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.

Naval Pinpointer
The Pinpointer enhances the accuracy of radar for the entire team, reducing the amount of radar dot 'wobble' by half for each targeting facility. This benefit is shared across the entire team.
Use them to improve the targeting of your artillery, especially precision weapons.
Targeting facilities have diminishing returns—the first facility reduces wobble to 50%, the second to 75%, third to 87.5%, and so on. Three is plenty in most cases.
Each facility costs -100 E to operate. Make sure your infrastructure can support them.

Pinpointer
The Pinpointer enhances the accuracy of radar for the entire team, reducing the amount of radar dot 'wobble' by half for each targeting facility. This benefit is shared across the entire team.
Use them to improve the targeting of your artillery, especially precision weapons.
Targeting facilities have diminishing returns—the first facility reduces wobble to 50%, the second to 75%, third to 87.5%, and so on. Three is plenty in most cases.
Each facility costs -100 E to operate. Make sure your infrastructure can support them.

Hardened Energy Storage
The Hardened Energy Storage increases your energy storage capacity by 40000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.

Advanced Geothermal Powerplant
The Advanced Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +1250, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.

Prevailer
The Prevailer is a nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles targeted within its 2,000 coverage radius.
Build a Nemesis nearby to detect cloaked EMP units before they can disable it.
Each defensive missile takes 150 metal, 7,500 energy and 90 seconds to build. It can hold up to 20 missiles at a time, but you may wish to manually reduce the stockpile limit so as not to waste resources.

Advanced Geothermal Powerplant

Overseer
The Overseer is a shield generator that deflects plasma artillery and can take a lot of damage before going down. However, it drains over half a fusion reactor's worth of output to constantly recharge the shield.
Build a few around your base to protect it from early artillery barrages.
Beware that shields do not deflect other units weaponry such as bombs, lasers, or missiles.

Fusion Reactor
The Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +1100.
Build it when you push to T2 to power your Advanced Metal Extractors.
Beware of where you build the reactor, as it is one of the most favored targets for enemy bombers. When destroyed it causes a large explosion that may likely kill other units nearby.

Naval Fusion Reactor
The Naval Fusion Reactor produces energy using heat from nuclear fusion reactions and can be built on the water. This makes it excellent to use on maps with limited or no land.
Useful for hiding your energy production underwater.
Energy production is a constant +1220. When destroyed it causes a large explosion that may likely kill other units nearby.

Advanced Fusion Reactor
The Advanced Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +3000.
Build them later on to power your most powerful weapons.
Defend it very well, as it is one of the most favored targets for enemy bombers. When destroyed it causes a very large explosion that will likely kill other units nearby.


































