Welcome to create your own Colony...thing. You can create governments, buildings, units, etc.
Use this format:
(Name of thing)
If it's a government:
Resources every 5 seconds: ? Money ? Manpower ? Energy Bonus: (What it's better at than the other governments)
If it's a building:
Building type: (resource, defense, unit deployment, misc) Resource gain: (example: 3 money per 6 seconds) Tier: (1, 2 or 3) Upgradeable into:
If it's a unit:
Health: Armor type: (Chronite, titanium, infantry) Damage: Fire Type: (Machine gun, pulse, land splash, lasers, anti-air, etc) Fire Rate: (How fast the unit fires) Production Cost: (how much resources) Production Time: (As quick as a marine, as slow as a black queen)
Health: x100 Black Queen Armor type: Titanium Damage: 0 to units, .5 per second to base Fire Type: Slow Shell ( See above) Fire Rate: Once per second Production Cost: $250, 250 Energy, 250 Manpower Production Time: 10x Black Queen
Hmph, that's why I couldn't find this threadie... Glastondale Cannon HP: 1hit by everything... CD: 12 seconds Damage: Uhh...destroys ANYTHING, except base in 1 hit, has huge splash. Production speed: Gladiator speed... Speed: Err, hover tank Also shoots air, has seperate cooldown for air. Range: Snipah
Building Name: Pulse Laser Tower Type: Base Defence Weapon: Pulse Laser/Machine Pulse Laser/Hyper Pulse Laser Upgrades To: Machine Pulse Laser Tower - Hyper Pulse Laser Tower Range: 1.5x Central Base
Building Name: Anti Ground Tower Type: Base Defence Weapon: Supressor Blaster (Gladiator Gun)/Mega Supressor Blaster/Ultimate Supressor Blaster Upgrades to: Super Anti Ground Tower, Mega Anti Ground Tower. Range: 1.75x Central Base
The Base Defence buildings use half a space and so cannot share a space except with other same type towers.
Name: Sakata Wasp Type: Flying Armament: Same as Gröditz, but reversed. Health: Gröditz Production time: Gröditz Cost: Gröditz Armor: Gröditz
So it's a flying Gröditz. With air machine guns and land RPGs. Instead of the other way round.
Unit
Name: Airship Type: Flying Armament: Central Base x2 Health: 0.5x Central Base Production Time: 8x Gladiator Builds from: Central Base Armor: Titanium Cost: 0
Armor type: Poison and radiation resinstant Damage: 5 damage per second Fire Type: spliting Nuclear-Poison cells Fire Rate: Onice 40 seconds/ Radius 1-50 units (in 3 metters) Production Cost: $2000, 1000 Energy, 5 Manpower Production Time: 5 minutes
Name: Vault Upgrades From: Armoury Type: Hybrid Resource: All Tier:2
Name: X7X 'Beatrix' Assasin Class Health: A-25 Pride Armor type: Titanium Damage: Infinite to Marines, 20 to others Fire Type: Energy Katana Fire Rate: When it reaches the enemy Production Cost: $30, 0 Manpower, 30 Energy, 5 Influence Production Time: A-25 Pride Speed: 2x Scout Special: Can dodge pulse blasts, shells and air to ground with ease. Builds From - Vault
This is fantastic against massed marines, as it can take them out with ease. It can't attack bases though. A couple of these could break the old Sakata + Phantom combo, when sent with Scouts.
Name: Sakata Mk IV Health: Sakata Spider x5 Armor type: Chronite Damage: 0 Fire Type: Heals air and ground units, and deploys energy shields that soak up 20 damage on units. Fire Rate: Shields - 1 per 4 seconds, Heals - Medic Rate Production Cost: 60 Power, 5 Influence Production Time: Sakata Mk2 x2 Speed - .5x Gröditz Builds From - Vault
Name: Excalibur WWDG -14 Health: 1.5x Gröditz Armor type: Chronite Damage: 80x Sniper to Black Queens and Gladiators, 10 to others Fire Type: Beam Laser Fire Rate: 1 every 5 seconds Production Cost: 33.33... Influence, 50 Energy Production Time: Ronan Speed: .5x Gröditz Builds From - Vault
This looks like... A beetle with pulse lasers on it's back.
Name: Narada-Class Destroyer Health: 2x Black Queen - 50 Damage Energy Shield Armor type: Self Repairing Neutronium Damage: 25 from Missiles, 20 from Disruptors Fire Type: Splitter Missiles - Air to ground. Splits into 5 missiles. Disruptors Beam - Air to Ground, Air to Air. Fire Rate: Missiles - Once every 4 seconds. Disruptors - Once every .75 Seconds Production Cost: $200, 100 Manpower, 200 Energy, 100 Influence Production Time: 7x Black Queen Speed: .8 Chronite Tank Builds From: Vault
This is the most powerful thing EVER. It's missiles OWN ground units, and Neutronium isn't weak to anything. Precise timing is needed - Deploy Sakatas when the missiles are reloading. It's Disruptors will kill just about anything quickly and efficiently, but they don't fire if the ship health is below 60%. It has self repair though... Appearance -
A special type of unit that can be placed in the center of the battlefield for 100 Influence. When your units reach it, they hide inside it, not firing but not taking damage. When ordered to advance or fire, the units range and damage is increased by 25% for 2 seconds. Builds from Vault. It has 5 upgrade slots.
Anti Air Upgrade
Type: Bunker Upgrade Effect: Adds an anti air cannon to the bunker. Power: 0.5x Sakata Spider to air units. Rate: 1.5x Sakata Spider Cost: 32 Influence, 40 Energy
Anti Ground Upgrade
Type: Bunker Upgrade Effect: Adds an anti ground machine gun to the bunker. Power: 1.5x Phantom to ground units Rate: .5x Phantom Costs: 64 Influence, 50 Energy
Missile Upgrade
Type: Bunker Upgrade Effect: Adds a missile launcher to the bunker Power: .75 SO missile to all units Rate: Costs 45 Energy and $10 to fire, or vice versa. Cost: 100 Influence, $50, 16 Energy
Healing Station
Type: Bunker Upgrade Effect: Slowly heals units in bunker. Weakens the unit by 50% when they leave the bunker for 1 second Power: Heals until unit is at 66.6667% of their total health. Cost: 40 Influence, $20, 20 Energy, 20 Manpower
Type: Ground Health: 2x Groditz Fire Type: High intensity hadron bursts, Plasma Rockets Damage: Hadron Bursts: .667x Phantom to air and ground. Plasma Rockets do Marine Rocket, but weaken the unit's range and speed. .Rate: Hadron Burst: .667x Phantom, Plasma Rocket: Black Queen x2 Builds From: Tier 3 Forge, Requires an Armoury. Cost: $18, 15 manpower, 12 Energy. Speed: 1.5x Groditz
Enforcer
Type: Air Unit Armour: Anti - Anti - Air Health: 3x Scout Builds From: Mechnics Terminal Fire Type: Rapid Pulse Lasers Damage: Scout Rate: 4x Scout Range: .6 Scout Speed: Scout Cost: $33, 33 Energy, Requires Armoury This upgraded version of a Scout has armor that is resistant to Anti Air and Missiles, and fires rapid anti chronite pulse lasers. It will very quickly deal with any opposition as it has no real weakness apart from it's rather short range and it's high cost. Snipers are good against this.
Elite Trooper
Unit Type: Ground Armour: Heavy + Anti Ground - Air + Anti Missile + Anti Splash Health: 50x Marine Builds From: Tier 4 Outpost (Death Sanctum) Fire Type: Heavy Long Range Supressor Fire x3 Damage: 2x Gladiator Rate: Gladiator Range: 1.5x Gladiator Speed: .4x Chronite Tank Cost: 150 Manpower, 40 Energy Build Time: 2.5x Black Queen
Clad in the Stark Class heavy battle armor, a battle hardened marine becomes an Elite Marine. Able to take on three units at once, it's Supressor Blasters cover one third of the battlefield, allowing units to be destryroyed without them getting a shot off. On top of this amazing power, Missiles and Air to Ground do 20% of their original damage, and it has enormous health. It can also be used to protect other units, as it absorbs splash damage. It's weaknesses are Speed, and cost.
Armor: Shields, then heavy Health: 20x Marine for Shields, 10x Chronite Tank for armor. Builds From: Vault Fire Type: Heavy hadron bursts and chain air to ground nukes. Damage: 5x Pulse Laser for Hadron Bursts, Black Queen Nuke x 0.5 for nukes. Heal: Slowly heals shields. Rate: Hadron bursts, 2x Pulse Lasers, Nukes, once every 25 seconds Range: Hadron Bursts, 4/10 Field, Nukes, 7/10 Field Speed: Chronite Tank Build Time: 10x Black Queen Cost: $250, 50 Manpower, 70 Energy, 45 Influence Special: Drops Elite Forces once every 100 seconds. Weapon power and speed decrease when shields are down.
Notes:
Hadron Bursts fire large red blasts of energy at the field, and have minor splash.
Chain Nukes produce one nuke for every 2 enemies they hit, until the blast wave hits the range limit. They cannot damage bases, and do 1/3 normal damage to friendlies.
Shield healing only repairs the shields: It doesn't restore the hull.