BuildingsSwitch to Armada
Converts up to 70 energy into 1 metal per second
The windgenerator produces energy which changes realtime and also is different on each map. Average wind speeds above ±12-15 are interesting and could even be better than solar power. Be aware that wind can change any moment and then you could have a major energy stall.
Exploiter is an armed metal extractor. Built by all T1 land/air cons it is basically a mex+LLT in one unit. Very useful to expand with in late T1 game. It is more expensive than a mex+LLT, however it is way more armored and can withstand higher damage. Don’t use in your early expansion, before you set up a good economy.
Underwater Energy Storage
Advanced Solar Collector
Underwater Metal Storage
Anti Radar / Jammer / Minefield / ScoutSpam Weapon. Juno is an ultimate countering weapon. Built by all T1 land/air cons it piles up electric discharge missiles that don’t produce any damage to assault units or economy, but they immediately disable all radar and jammer units and detonate mines. On top of that the area of effect of the discharge becomes lethal to any light scout units like jeffies or fleas. It has many situational uses. It is very effective to use it just seconds before scheduling an attack on your opponent defences. This way his view of the battlefield becomes obscured. You can also try to surprise your enemy attacking him from the side he assumed to be well protected by the minefield. Finally you can use it to stop “scoutspams”, making his artillery way less effective. Stockpiles one charge in 75 seconds.
Advanced Sonar Station
Moho Energy Converter
Converts up to 600 energy into 10.3 metal per second
Air Repair Pad
Advanced Radar Tower
Hardened Metal Storage
Enhanced Radar Targeting, more facilities enhance accuracy.
Underwater Moho Mine
Hardened Energy Storage
Moho Geothermal Powerplant
The Moho exploiter is an armed and armoured Moho metal extractor. Built by all T2 land and air constructors, they combine the extraction rate of a regular Moho Mine with a powerful defensive pop-up turret. It remains hidden until the enemy moves into range.
While looking like harmless metal extractors, they have potential to ambush and quickly neutralize hostile units. The turret is a double weapon composed of a heavy laser and a missile launcher with both ground and air functionality.
Being a burst weapon the launcher adds to the ambushing potential, the damage is heavily front-loaded leaving very little time to react and retreat.
Moho Exploiters also have a decent amount of health which makes them withstand much more damage than regular extractors. This versatility comes at a very high metal cost, so they are typically not worth building during the initial T2 expansion.
Behemoth is an intimidating long-range plasma weapon mounted on top of a geothermal powerplant. Built by all T2 land/air cons it is able to overshoot all T1 and T2 defences and deal great AoE damage to units and structures. On top of good defence it serves a function of a basic energy source producing 450 E/s. Very effective in protecting high-ground and other strategic positions. Build it instead of Moho Geothermal powerplant in hazardous areas.
Underwater Fusion Plant
Silencer is the ICBM nuclear missile silo. Built by all T2 land/air cons it produces missiles that can hit anywhere on the map and turn whole bases and armies into ashes. It can be countered by anti-nukes within their limited range. Silencer has a bigger AoE than its ARM counterpart – Retaliator. In many situations it is even able to destroy two bases at once if they are built in vicinity. Always make sure that your enemy is unaware of you building it, because anti-nukes are faster to build and load. Stockpiling a nuke takes 180s, anti-nuke – 90s. Few units may survive the nuke blast – Commanders, Banthas, Krogoths and heavier battleships. You can use EMP missiles or spy-Kbots to temporarily disable anti-nukes and strike uncovered areas.