heres manual on krinlabs it may help
Colony Game Manual
Because you are ask too much in lobby chat, Colony's incomplete game manual.
Here is a quick run down of the game. When you start you can choose three governments. The only difference between them is the resource income you get. Here is what you get from each race every 5 seconds and the bonuses:
Capitalist: 5 Money, 3 Manpower, 2 Energy, extra resources for every resource building.
Fascist: 4 Money, 2 Manpower, 4 Energy, kills net you cash.
Communist: 3 Money, 5 Manpower. 2 Energy, 35% faster build apparently.
The game is set up for 2v2. You will control four bases, either on the left side or the right side of the field. You select a base and choose what to build.
You have four resources. Money, Manpower, Energy and the Purple thing, I think it stands for POWER! (its actually called influence but that doesn't sound as cool).
POWER! caps at 100, or so I heard, and you get it from building units and killing the dudes on the other side.
PROTIP: If you hold "Shift" when you select an option to build, the option is automatically put into auto-build mode, meaning that as soon as the order is finished, it will do it again if it has the resources. If it doesn't, it cancels the order. You can also cancel it manually at any time.
PROTIP: You can select your units on the field and give them orders, to Advance, Charge, Hold, or Fall Back. If you want to win, unit micro-management is key.
PROTIP: Use 'X' to toggle the rally point on or off.
PROTIP: Hotkeys are 1, 2, 3, 4 for the top row and Q, W, E, R for the bottom row.
Unit Tech Tree
Buildings
Arms Branch (Outpost/Barracks/Arsenal)
Military building, units from this branch are usually human based and vehicle based. You can build Marines, Chronite Tanks, Medics, Snipers, Groditz, and Black Queens from this branch. Upgrading from Barracks to Arsenal requires that you have an Armoury though.
Robotics Branch (Forge/Manufactory/Mechanics Terminal)
Military building, units from this branch include andriods and fliers. You can build Romans, Scouts, Sakata Spiders, Sakata Mk II, Phantoms, and also create clones to boost your manpower. Upgrading from Manufactory to Mechanics Terminal requires that you have an Armoury though.
Hospital
You need this building to make Meditecs. You can also boost your manpower by treating the ill. You can also summon 10 medics when you have enough POWER!
Bank (Can upgrade to Treasury)
Make money.
Generator (Can upgrade to Solar Grid)
Generates energy. The Solar Grid allows you to build a modded Sakatas from maximum POWER!
Armoury
Requirement for Tier 3 building upgrades, and several units. Can be used to boost any resource, but at a slower rate and less in quantity than the Tier 2 resource buildings. It also builds a modded Phantoms from maximum POWER!
Special Operations
You can launch missiles from here. You can also summon a squad of 2 SpecOps, 4 Snipers and 2 Medics when you reach maximum POWER!
Units
Marine
Built from: Outpost / Barracks / Arsenal
Armour: Light
Normal single damage against ground targets. Carry a shitload of stingers up their asses and can pwn most air units that don't pwn them first.
SpecOps
Built from: Hospital
Armour: Much better than the Marines at least.
Same as the Marines but tougher. Probably trained by RUSSEL CROWE! Now isn't that scary?
Chronite Tank
Built from: Outpost / Barracks / Arsenal
Armour: Heavy
AoE damage against ground targets only. Great against groups of lightly armoured infantry. Will WTF PWN infantry that come in range.
Medic (Requires Hospital)
Built from: Hospital
Armour: Light
Can heal any friendly ground unit from a range. Has no attack!
Sniper
Built from: Barracks / Arsenal
Armour: Light
Long range, armour-piercing attack, to both ground and air. Good as defence or support offence. Can out-range enemy base defences as well.
Groditz Walker (Requires Armoury, or Arsenal)
Built from: Barracks / Arsenal
Armour: Heavy
Rapid machine guns. Decent against all kinds of units.
Hover Tank
Built from: Arsenal
Armour: Medium
Fires deadly single-target armour piercing shells. Good against ground armour. No air weapons. Bastard child of a Sniper and a Chronite Tank.
Black Queen
Built from: Arsenal
Armour: Heavy
Air Unit. Has strong singular anti-air missiles. Can drop a massive AoE anti-surface bomb from long range. Bombs has long reload time (10 seconds). Nukes will scratch the paint.
Roman
Built from: Forge / Manufactory / Mechanics Terminal
Armour: Medium
Decent ground attack rifle, with a minor splash radius. Cannot attack air. More durable than Marines, but less range.
Scout
Built from: Forge / Manufactory / Mechanics Terminal
Armour: Medium
Fast air unit. It has anti-armour weapons, for both ground and air, but does moderate damage. Medium rate of fire. Marines will rape them.
Phantom
Built from: Manufactory / Mechanics Terminal
Armour: Medium
Spams bullets on to the surface, doing some AoE damage on ground targets. Best used against infantry. Cannot defend itself against other air units.
Modded Phantom
Built from: Armoury
Armour: Medium
Spams more damaging bullets and has more health. Great anti-surface unit. Does not have air defences though.
Sakata Spider
Built from: Manufactory / Mechanics Terminal
Armour: Heavy
Fast, heavily armoured androids. Single target weapon. Self-healing technology. Cannot attack air. Low health though.
Modded Sakata
Built from: Solar Grid
Armour: Heavy
A better, tougher, damage-ier Sakata that fires explosive rounds. Oh yeah.
Sakata Mk II
Built from Mechanics Terminal
Armour: Heavy
Same body as the Sakata Spider, except it has different weapons. It has anti-air cannons, but now cannot attack ground units.
Gladiator RUSSEL CROWE
Built from Mechanics Terminal
Armour: Heavy
The ultimate ground unit. NUKES CANNOT KILL RUSSEL CROWE! They don't even scratch him!
- SS