Prima Games eGuides Civilization Beyond Earth eGuide

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Civilization Beyond Earth eGuide Units

Combat Unit Master List

Aegis

  • Cost: 180 Production
  • Movement: 2
  • Range: 2
  • Abilities: Combat 20, Ranged Combat 40
  • Prerequisite Tech: Surrogacy

The Aegis is a unique Purity walker that is effective at range. Use these if you'd like to have a Ranger-styled unit with even more punch. They get more specialized at later affinity levels and become very effective at pulling down wounded units. Aegis units require Floatstone and Titanium to construct, so they aren't cheap.

Ambassador

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 14 Combat, 32 Ranged Combat, +1 attack each turn, can move after attacking, +50% when attacking cities, all terrain costs 1 Movement, levitates over land and sea. Choice of attacking over terrain obstacles or -1 Setup needed before attacking.
  • Prerequisite Tech: Computing

Ambassadors are wonderful Supremacy units for shelling cities. They get into position without many problems because of their levitation and can unleash multiple attacks under the best circumstances. Enemies must be extremely careful when you have Ambassadors on the field; they make it much easier to siege large cities. Expect rivals to field larger armies to hold you off. Use that to your advantage by drawing their troops away from their defenses so that you can use ranged attacks, orbitals, and other nasty tricks to winnow down their numbers.

ANGEL

  • Cost: 370 Production
  • Movement: 2
  • Range: 1
  • Abilities: 88 Combat, 88 Ranged Combat
  • Prerequisite Tech: Neural Uploading

ANGELs are multi-role combat walkers with extremely high firepower. They require high Supremacy and Firaxite to construct. You get a unit with high Combat Strength and a ranged attack (it's not much Range, but you won't have to face counterattacks). ANGELs chew up generic defenders and force them to abandon their fortified status or get killed over time.

Apostle3

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 64 Combat. Choice of 10 HP Healing for adjacent units every turn or 30% bonus Strength when flanking.
  • Prerequisite Tech: Habitation

Like all Supremacy units, Apostles are best used in formations because of their flanking or Healing bonuses. Keep groups of them together for maximum offensive power and survivability so that you can flank and exterminate your opponents.

Arbiter

  • Cost: 120 Production
  • Movement: 3
  • Range: 2
  • Abilities: 16 Combat, 46 Ranged Combat, +1 Movement. Choice of 15% when next to a friendly unit or 30% when defending.
  • Prerequisite Tech: Computing

Arbiters have the Movement and ranged attacks to deal serious damage, especially when used in packs. Ride them up to an existing battle, keep them close to each other for any bonuses, and blast away. Make sure to have your melee troops follow up after you've softened the targets this way.

Armor

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 22 Combat
  • Prerequisite Tech: Engineering

This is the second-tier Combat Rover. It's solid on Combat Strength and Movement for the relatively early game. Use Armor to scout for danger or raid enemy territory.

Artillery

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 5 Combat, 20 Ranged Combat, +10% when attacking cities. Choice of +30% when attacking cities or +20% when attacking land units.
  • Prerequisite Tech: Computing

Missile Rovers upgrade into Artillery after you get several points in any single affinity. These units start to get decent at attacking cities, but they're still quite exposed in the open field and don't have the Movement or Setup bonuses to be wieldy. Expect your units to die quickly if you can't provide heavy defenders to stop someone from coming after them. They're most vulnerable to fast units, like Armor.

Bastion

  • Cost: 160 Production
  • Movement: 3
  • Abilities: Combat 44, +1 Movement, +1 capacity for aircraft. Choice of +20% for onboard aircraft when attacking and +20% for onboard aircraft when defending or +1 capacity as a base for aircraft.
  • Prerequisite Tech: Fabrication

Bastions let you carry aircraft toward distant ports of call. Use their upgraded capacity to bring multiple air units, but don't forget to have defensive naval units ready. Bastions aren't that difficult to take out, and your enemies are going to target them aggressively. Launch missions from maximum Range so that your opponent can't make it out to your ship without taking more time. This gives you a chance to pull back and reorganize your defenders.

Battlesuit

  • Cost: 160 Production
  • Movement: 2
  • Abilities: 40 Combat
  • Prerequisite Tech: Servomachinery

Battlesuits are unique Purity shock troopers with heavy weaponry and superior armor. They require Titanium to construct. Battlesuits are combat-focused infantry, and they serve a similar role in your force. Screen ranged troops to protect them, siege cities that have been weakened by bombardment, and hold the line.

Brawler

  • Cost: Production
  • Movement: 2
  • Abilities: 30 Combat. Choice of 40% bonus Strength when not adjacent to any friendly units or 20 HP attack to adjacent enemy units on death.
  • Prerequisite Tech: Habitation

Brawlers are quite different depending on the perk you choose when you create them. Their bonus Combat Strength when away from allies is good for creating crazy attackers that stand off in miasma and fortify. They're annoying as heck for your enemies to clear off of terrain like that.

Alternately, you can give them the death explosion, which helps for clearing groups of adversaries during large battles and siege warfare. The former ability is better on defense. The latter is good for aggressive Harmony players.

Carrier

  • Cost: 160 Production
  • Movement: 3
  • Abilities: Combat 18
  • Prerequisite Tech: Fabrication

The basic Carrier is used to take aircraft around the waterways of your world. Don't ever let it get attacked directly; Carriers don't stand up in major battles, and you won't want to lose all of your aircraft. Bring defensive units along for the ride, and keep them as a screen in between your Carrier and any enemy units.

CARVR

  • Cost: 220 Production
  • Movement: 2
  • Abilities: Combat 50
  • Prerequisite Tech: Autogyros

CARVRs are unique Supremacy units. They require Firaxite to construct, but they're worth it. With high Combat Strength, CARVRs can wade into combat and come out ahead.

Centaur

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 8 Combat, 32 Ranged Combat, +30% when attacking cities. Choice of +1 Movement Point or +40% when defending against ranged attacks.
  • Prerequisite Tech: Computing

This guide usually avoids leaning on people to choose one perk over the other, but give Centaurs the bonus Movement Point. They're never going to be that solid, even when defending against ranged attacks. Having more Movement gets them where they need to go sooner, and that's the real way to keep them safe. Get into position, and fire on those cities.

Centurion

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 64 Combat. Choice of +1 Movement or automatic Healing every turn.
  • Prerequisite Tech: Habitation

Centurions have a fun choice to make. Automatic Healing makes them deeply obnoxious when acting as defenders. Set them up in rough terrain, attack anyone who comes by, and force your foes to devote way too much firepower to bring you down. If they don't, you heal, and they're forced to back off.

Centurions with higher Movement aren't as good on defense, but they become wonderful at sieging. They'll get into city Range and attack like cavalry. It's an impressive edge that you won't want to give up.

CNDR

  • Cost: 155 Production
  • Movement: 2
  • Abilities: 38 Combat
  • Prerequisite Tech: Tactical Robotics

CNDRs are a unique Supremacy unit. These are defensive robots that hold the line. They require Firaxite to construct. Once they're upgraded, these robots become brutally tough to kill. They get massive defensive bonuses while inside friendly territory.

Cobra

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 68 Combat, +1 Movement, all terrain costs 1 Movement, levitates over land and sea. Choice of +30% when attacking and in miasma or 30% when defending and in miasma.
  • Prerequisite Tech: Engineering

Cobras don't have as much direct punch as their rivals in other affinities, but they're darn nasty when used inside miasma. Launch Miasmic Condensers to spread miasma around target areas (both defensively and offensively), and use that as cover to make your combat easier and cause damage to enemies over time if they haven't kept up with their Harmony Research.

Combat Rover

  • Cost: 80 Production
  • Movement: 3
  • Abilities: 12 Combat
  • Prerequisite Tech: Engineering

The basic Combat Rover is a fast attacker that raids enemy territory, quickly responds to internal threats inside your borders, and grows to become a deadly attacker in the later game.

Cruiser

  • Cost: 120 Production
  • Movement: 3
  • Range: 2
  • Abilities: 6 Combat, 28 Ranged Combat, +1 Movement. Choice of 20% against land units or 20% against sea units.
  • Prerequisite Tech: Computing

Cruisers watch the water routes and act to defend Carriers, bombard cities and land units, or take the fight directly to other nation's naval units. You won't need too many of these in a map with massive land masses. You are going to need quite a few Cruisers on maps with more water; they're your rank-and-file troops on the waves.

Destroyer

  • Cost: 120 Production
  • Movement: 3
  • Range: 2
  • Abilities: 16 Combat, 46 Ranged Combat, +1 Movement. Choice of 20% when attacking or 5% per unused Movement Point.
  • Prerequisite Tech: Computing

This Purity ship is a good attacker. It has reliable ranged damage and can really do some harm against coastal areas. Don't neglect them during sieges; they make it so much easier to grab valuable land that's directly by the water. Those are often the best trade cities!

Devastator

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 14 Combat, 48 Ranged Combat, +50% when attacking cities, all terrain costs 1 Movement, levitates over land and sea. Choice of attacking over terrain obstacles or +1 Range when unit has not moved.
  • Prerequisite Tech: Computing

Screen these units with defensive troops, and let them pound down city defenses until you can take the site without heavy casualties. Their levitation makes it much easier to get into position, set up, and deal your damage. If you use smaller groups of troops, take the extra Range because it's harder to defend your devastators. If you field larger military forces, take the extra Movement; it's easier to keep up with your troops that way.

Disciple

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 30 Combat. Choice of 20% bonus Strength when adjacent to a friendly unit or 8% bonus per adjacent friendly unit.
  • Prerequisite Tech: Habitation

These troops hold the line well and can do anything you need. They don't excel at anything in particular, but they're inexpensive, have solid bonuses, and lack any serious weak points. Disciples benefit from adjacent friendly units regardless of the points chosen, so keep them in formations for the maximum offensive punch.

Dragoon

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 76 Combat, all terrain costs 1 Movement, levitates over land and sea. Choice of +1 Movement Point or 50% bonus when attacking cities.
  • Prerequisite Tech: Engineering

Dragoons are the heaviest and least subtle of the fast movers. Dragoons never get much speedier, compared with their other affinity rivals, but they have so much destructive potential. If you're a raider, don't take that extra Movement. It's tempting, but the threat from bonus city damage ensures that your raiding Dragoons are a terror to your enemies, who must watch all of their borders from every angle. Otherwise, a small team of Dragoons can swoop in and start taking cities. You don't even need to hold them (have defensive troops come in for that, if you like). Simply opening a new front can cripple an opponent's ability to respond to your invasion. They'll split their forces and start to lose more fights, or they'll ignore one of their fronts and let you eat them from the inside out.

Dreadnaught

  • Cost: 120 Production
  • Movement: 4
  • Range: 2
  • Abilities: 32 Combat, 72 Ranged Combat. Choice of +1 Range or +1 Movement Point.
  • Prerequisite Tech: Computing

Dreadnaughts are heavy shellers, with impressive ranged stats. Favor their Range upgrade if you're using Dreadnaughts for bombardment, but use Movement if they're naval screens and fighting more frequently in the open water.

Drone

  • Cost: 80 Production
  • Movement: 3
  • Abilities: 12 Combat
  • Prerequisite Tech: None

Drones are flying alien units that bypass terrain obstacles. You won't normally get access to these, but it's possible to acquire them from specific expedition sites. They make great patrollers and raiders because of their fast movement and ability to fly over rough terrain.

Earthling Settler

  • Cost: Free
  • Movement: 1
  • Abilities: None
  • Prerequisite Tech: None

Earthling Settlers are part of the Promised Land victory condition. They are produced at Exodus Gates, and you can use them to increase the population of Earthling colonies.

Educator

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 8 Combat, 32 Ranged Combat, +30% when attacking cities. Choice of +30% when wounded units or +20% when next to a friendly unit.
  • Prerequisite Tech: Computing

Educators, like most units of their type, are good city siegers. Their upgrade for +20% damage when supported by a friendly unit is quite strong because it helps them accomplish their primary task (busting cities) while also raising their anti-troop damage. You aren't going to leave Educators unsupported anyway, as they'd get killed in a heartbeat. So, that perk is a very strong option.

Evolved Aegis

  • Cost: 140 Production
  • Movement: 2
  • Range: 2
  • Abilities: Combat 32, Ranged Combat 40, 1 more attack every turn, +10 HP Healing for adjacent units every turn. Choice of +40% when attacking wounded units or +50% when attacking fortified units.
  • Prerequisite Tech: Surrogacy

The Evolved Aegis is a unique Purity unit. Their bonus against wounded units is extremely nice when you use them in formations with other allies. Have a ranged unit soften the target, and then let the Aegis do its work. Solo Evolved Aegises do better work with their bonus against fortified targets; this makes them more of a slow raider, which is an odd use.

Evolved ANGEL

  • Cost: 190 Production
  • Movement: 2
  • Range: 2
  • Abilities: 84 Combat, 84 Ranged Combat, can move after attacking, all terrain costs 1 Movement. Choice of +30% when attacking or +50% when not next to any friendly units.
  • Prerequisite Tech: Neural Uploading

These are ultimate Supremacy units. You won't normally get to field many of them because they're Firaxite-dependent, but each one you have is a strong ally. Their ranged attacks let you deal damage without counters, and their melee Strength is just as high, so they aren't easily overwhelmed. If you take their 50% bonus when alone, they can threaten enemies all by themselves. Have them storm into areas, wreck the place, and create chaos while your main force pushes in from another angle.

Evolved Battlesuit

  • Cost: 140 Production
  • Movement: 2
  • Abilities: 82 Combat, +30% when defending. Choice of +20% when flanking or 40% when not next to any friendly unit.
  • Prerequisite Tech: Servomachinery

The Evolved Battlesuit is a unique Purity unit. Take their 40% bonus when alone, and use them to defend rough terrain, chokepoints, and cities. They are annoying as anything to dislodge. Make sure to fortify in these areas, and don't bother attacking anything. Stand still and take the hits while your opponents kill themselves on the Battlesuit. Use air units and fast attackers to clean up ranged units that try to take advantage of the fortified Battlesuit.

Evolved CARVR

  • Cost: 150 Production
  • Movement: 2
  • Abilities: Combat 86, +15% when next to a friendly unit. Choice of +8% per adjacent friendly unit or +50% when attacking fortified units.
  • Prerequisite Tech: Autogyros

The Evolved CARVR is a unique Supremacy unit. If you don't already have a unit for breaking fortified opponents, use CARVRs for that role. Otherwise, give them the stacking adjacency bonuses and treat them like most Supremacy units: big formations, maximum firepower.

Evolved CNDR

  • Cost: 120 Production
  • Movement: 2
  • Abilities: 74 Combat, +8% per adjacent friendly unit. Choice of +30% when in own territory or 50% when fortified.
  • Prerequisite Tech: Tactical Robotics

There are unique Supremacy units. Fortify your CNDRs, and let the enemies come, attempting to kill them. It won't work. For pure defense, take the fortification bonus and use them passively. If you want them to be patrollers and attackers inside your borders, take the general territory bonus because you can use that to fight actively instead of waiting for your opponents to come to you. Both are valid choices.

Evolved LEV Destroyer

  • Cost: 225 Production
  • Movement: 2
  • Range: 2
  • Abilities: 70 Combat, 108 Ranged Combat, +30% when attacking, +10 HP splash damage to enemy units next to target. Choice of +1 Range when unit has full Health or +50% when defending against Range.
  • Prerequisite Tech: Tactical LEV

The Evolved LEV Destroyer is the ultimate Purity unit. Things don't hit much harder than this. They're glorious on offense and don't get killed easily, even when they're attacked. If you're going to screen them really well and keep them healed, take the bonus Range, but it's easily negated by any enemies with their own Range or air power. Usually, the ranged defense is going to be easier to maintain.

Evolved LEV Tank

  • Cost: 180 Production
  • Movement: 2
  • Range: 2
  • Abilities: 46 Combat, 84 Ranged Combat, +1 Range for anti-orbital strike, +10% per unused Movement Point. Choice of +1 Movement Point or Movement after attacking.
  • Prerequisite Tech: Mobile LEV

You can use this unique Purity unit to take down enemy orbitals. It also functions as a flexible ranged unit that can fire and retreat if you want to lure an enemy force into a nastier area while harassing them. If you take extra Movement instead, you get almost the same effect: the ability to outmaneuver most ranged forces so that they give you the first strike.

Evolved Rocktopus

  • Cost: 150 Production
  • Movement: 1
  • Range: 2
  • Abilities: 78 Ranged Combat, +1 Range for anti-orbital strike, generate miasma in orbit. Choice of +30% when attacking or +1 Movement.
  • Prerequisite Tech: Designer Lifeforms

The Evolved Rocktopus is a unique Harmony unit. They float above the battle, hammering away at the foes beneath and making miasma for your troops. They're a great addition to any offensive Harmony force (most of which rely on miasma for their best bonuses).

Evolved SABR

  • Cost: 160 Production
  • Movement: 2
  • Range: 3
  • Abilities: 24 Combat, 98 Ranged Combat, +1 Range, +1 Range for anti-orbital strike, attack over terrain obstacles. Choice of -1 Setup needed before attacking or +60% when attacking wounded units.
  • Prerequisite Tech: Synthetic Thought

Evolved SABRs are unique Supremacy units. Used defensively, they're able to pick off wounded units with amazing damage. Plant them inside a city with an air unit, have the air unit attack first, and then follow up with your SABR for the big damage. If you're more offensive, consider taking -1 Setup needed before attacking because it allows you to get into position and fire much more easily.

Evolved Xeno Cavalry

  • Cost: 130 Production
  • Movement: 3
  • Abilities: 70 Combat, all terrain costs 1 Movement. Choice of +40% when in miasma and attacking and +40% when in miasma and defending or +40% when not adjacent to any friendly unit.
  • Prerequisite Tech: Alien Domestication

A unique Harmony unit, Evolved Xeno Cavalry become superb raiders if you give them the bonus for being alone. That way, they're one of your Harmony units that won't need to wait for miasma to be in an area. Have them rush in from unprepared angles and attack enemy cities that thought they were safe.

To make this even more effective, spread miasma near enemy cities in a totally different section of their borders. This makes it look like an attack is coming from that side, and you might draw more forces there (making life easier for your Xeno Cavalry when they charge into battle elsewhere).

Evolved Xeno Swarm

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 58 Combat, +20% when in miasma and attacking, +20% when in miasma and defending. Choice of 20 HP damage to adjacent enemy units on death or +40% when in miasma and attacking and +40% when in miasma and defending.
  • Prerequisite Tech: Alien Adaptation

Evolved Xeno Swarms are unique Harmony units. Fortify them inside miasma, and just walk away from the screen while enemies curse at the difficulty in killing them off. High Healing rates and major defensive bonuses contribute to making Xeno Swarms way nastier than their base Combat Strength implies.

Evolved Xeno Titan

  • Cost: 250 Production
  • Movement: 2
  • Abilities: 100 Combat, +50% when defending against ranged units, +20 HP after killing an enemy unit. Choice of +40% when in miasma and attacking and +40 when in miasma and defending or +40% when not next to any friendly unit.
  • Prerequisite Tech: Alien Evolution

The Evolved Xeno Titan is the ultimate Harmony unit. These are the heavy lifters of a late-game Harmony force. Keep them in miasma on defense while you spread the cloud over enemy territory, and then come forward to break through any defenses. These things are monsters in every sense of the word. They're best off if you still keep allies nearby. Soften targets for them so that your Xeno Titans can score more frequent kills. This bonus Healing really helps keep their momentum going.

Executor

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 18 Combat, 30 Ranged Combat, 1 extra attack every turn, can move after attacking. Choice of 8% bonus per adjacent friendly unit or +1 Range when no Movement Points are spent.
  • Prerequisite Tech: Physics

Executors have less Ranged Strength than the other top-tier affinity ranged units, but the extra attack they gain makes up for it. Use them to blast multiple targets, or double up on cities and distant foes to leave them vulnerable to heavier attackers. They'll get Experience quickly if you protect them, so extra Veterancy makes up for some of their lower Ranged Combat Strength.

Explorer

  • Cost: 40 Production
  • Movement: 3
  • Abilities: 3 Combat, create an expedition site
  • Prerequisite Tech: Habitation

Explorers are scouts who reveal terrain and can create expeditions to investigate alien artifacts and crash sites. They have almost no combative value, so keep them away from aliens and any enemy attackers.

Guardian

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 12 Combat, 30 Ranged Combat. Choice of 50% bonus when stationed inside a city or 10% per unused Movement.
  • Prerequisite Tech: Physics

Station Guardians inside your cities, and cut victims down like wheat whenever they attack. When combined with your city's own strike, it's possible to take down an enemy unit every single turn under many circumstances. This thwarts small invasions and forces your opponent to amass a larger force. That gives you time to bring defenders into the area, and they'll buy your Guardians even more time to melt faces.

Gunboat

  • Cost: 120 Production
  • Movement: 3
  • Range: 2
  • Abilities: 6 Combat, 16 Ranged Combat
  • Prerequisite Tech: Computing

Gunboats are naval units that can patrol the waters or bombard coastlines. They become much better with increased affinity, so place a few of them out on the water before you finish researching better Technology, and get an edge on other naval powers as soon as your forces upgrade.

Gunner

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 6 Combat, 18 Ranged Combat. Choice of 5 HP Healing (when not embarked) or 30% defensive Strength vs. ranged units.
  • Prerequisite Tech: Physics

These upgraded Rangers are still quite vulnerable to direct attacks. Make sure to give them a melee defender unless you're patrolling in a very safe area (meaning that only a few aliens are present and you're not in the middle of a war).

Herald

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 5
  • Abilities: 36 Ranged Combat, +50% when air sweeping. Choice of +50% when air sweeping or 20% when attacking wounded units.
  • Prerequisite Tech: Robotics

Use Heralds to stop enemies from having any useful air campaigns against you. Their stacking air sweep bonuses make it brutal for anyone to try to gain aerial control. Once you dominate the air, you can use the Heralds to wound vulnerable targets. They don't deal much direct damage, but your enemy won't get to contribute anything with their air forces, so you're still ahead on the deal!

Hydra

  • Cost: 160 Production
  • Movement: 3
  • Abilities: Combat 44, +1 Movement, +1 capacity for aircraft. Choice of 10 HP Healing for onboard aircraft every turn or +1 capacity as a base for aircraft.
  • Prerequisite Tech: Fabrication

Hydras can be specced to heal their aircraft every turn; that's an amazing bonus for air units because they're always getting beaten up. More Healing means more uptime for your flyers, and that's a great thing. You can always grab a second Hydra if you need more capacity.

Make sure to defend these ships. They're always big targets.

Kraken

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 70 Combat
  • Prerequisite Tech: None

Kraken are gigantic sea-bound aliens, only found in deep waters. Steer clear of them unless you have a very powerful navy. They won't come in to attack your cities.

Lancer

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 40 Combat. Choice of 10% per unused Movement or 20% when attacking.
  • Prerequisite Tech: Engineering

Lancers offer you speed, firepower, and a surprising amount of toughness, as well. Their attack bonus perk is fairly good, but the bonus per point of unused Movement is scary. It makes Lancers harder to kill and still helps them during combat when you don't have to cross the entire field.

Make sure that you have a large number of lancers before getting toward the top of your affinity Experience. These units become Dragoons, and they're quite powerful. Make use of the sudden power jump to cream any enemies that are in your way.

LEV Destroyer

  • Cost: 380 Production
  • Movement: 2
  • Range: 2
  • Abilities: 50 Combat, 84 Ranged Combat
  • Prerequisite Tech: Tactical LEV

The ultimate Purity unit is the LEV Destroyer, a heavily armed siege and assault platform. LEV Destroyers require Floatstone to construct. Screen them with melee units, and use the Destroyers to weaken anything that gets near your army.

LEV Tank

  • Cost: 180 Production
  • Movement: 2
  • Range: 2
  • Abilities: 26 Combat, 50 Ranged Combat
  • Prerequisite Tech: Mobile LEV

This a unique Purity unit that requires Floatstone. Use them to weaken targets before your main units attack.

Locust

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 5
  • Abilities: 36 Ranged Combat, +50% when air sweeping. Choice of +30% against air units or +2 Range when unit has full Health.
  • Prerequisite Tech: Robotics

Locusts make great aerial Supremacy units when you stack their innate air sweeping bonus with increased damage against air units. Increased Range is wonderful, but it's a real hassle to keep your Locusts healthy all of the time. Make sure to sweep against opponents that have specced for better bombers.

Manticore

  • Cost: 50 Production
  • Movement: 1
  • Range: 2
  • Abilities: 4 Combat, 12 Ranged Combat
  • Prerequisite Tech: None

Manticores are ranged aliens that harass your military troops and can be a modest threat when encountered in numbers or associated with additional aliens. You only get access to Manticores at specific expedition sites. They're weak in melee, and you can easily dispatch them by using anything with decent direct attacks.

Marauder

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 64 Combat. Choice of 30% bonus Strength when attacking in miasma or 30% bonus Strength when defending in miasma.
  • Prerequisite Tech: Habitation

Keep your Marauders doused in miasma so that they can fight at their best. Outside of miasma, they're often outclassed and won't be able to win battles without superior numbers or tactics. Inside miasma, it's the exact opposite.

Marine

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 16 Combat. Choice of 20% bonus Strength when attacking or 5 HP Healing/turn when not embarked.
  • Prerequisite Tech: Habitation

Marines are the first upgrade that your civilization gets (from any affinity). Try to secure this quickly so that your soldiers get more Combat Strength. This makes it much harder to lose fights against aliens, so your Marines can patrol safely and clear alien nests without as much risk, especially in groups.

Minotaur

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 14 Combat, 48 Ranged Combat, +1 Range, +50% when attacking cities, all terrain costs 1 Movement, levitates over land and sea. Choice of +50% chance to scatter attacked unit to another tile or -1 Setup needed before attacking.
  • Prerequisite Tech: Computing

Use Minotaurs to siege cities and push around enemy units. Their scatter perk is useful against Supremacy for dividing its forces (and removing their bonuses for being close together). If you're only using Minotaurs for city siege work, stick with the Setup reduction, as that's wonderful for getting into Range and hitting the city in the same turn.

Missile Rover

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 3 Combat, 12 Ranged Combat
  • Prerequisite Tech: Computing

Basic Missile Rovers are adequate ranged units that eventually upgrade into good siege weapons. At first, they're very weak and need both protection and time to get anything done. Use Gunners or Rangers for anti-unit ranged attacks, and wait for upgrades to start deploying more Missile Rovers or Artillery.

Needlejet

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 4
  • Abilities: 20 Ranged Combat, +1 Range, +20 when air sweeping. Choice of +30% when intercepting or +15% against land and sea units.
  • Prerequisite Tech: Robotics

Tacjets start off a little weak, but this upgrade makes them so much more powerful. They start to hit farther and harder and can stand up to more units. You still need to use them in groups to bring down targets quickly, but even single Needlejets can wound and expose targets that get too close to your bases (or Carriers).

Overseer

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 12 Combat, 30 Ranged Combat. Choice of 20% bonus when adjacent to a friendly unit or 40% bonus when attacking a city.
  • Prerequisite Tech: Physics

Overseers are much better on offense than most of their affinity rivals. Their 20% bonus is good under all circumstances, in offense and defense. The city bonus is more situational and should only be used if you're a very heavy attacker and want to get the most out of your city siege force. Taking that perk means that you might not need as many Artillery pieces, and that makes your siege forces faster and less vulnerable. A tempting possibility.

Poseidon

  • Cost: 120 Production
  • Movement: 4
  • Range: 2
  • Abilities: 32 Combat, 72 Ranged Combat, +1 Range. Choice of Healing even when outside friendly territory or 50% chance to scatter attacked unit to another tile.
  • Prerequisite Tech: Computing

Poseidons are mean naval units. They can push defenders around, sometimes breaking up their formations. That's quite effective if you're trying to push your way toward Carriers and other vulnerable targets.

Predator

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 5
  • Abilities: 60 Ranged Combat, +1 Range, +40% when air sweeping. Choice of +50% vs. cities or automatically heal every turn.
  • Prerequisite Tech: Robotics

Predators are evil bombers. They make it possible for a siege force to brutalize a city and leave it vulnerable for any unit to rush in and take. Even one turn of exposure is often enough if you bring a full squadron of these air units (using a Carrier or basing them in a nearby city). You force your enemies to deploy many defensive air units, which means that they aren't using those craft to bomb your troops. Even better, those craft are doomed if you take the city. It's a risky lose-lose situation for your opponent.

Prime Aegis

  • Cost: 140 Production
  • Movement: 2
  • Range: 2
  • Abilities: Combat 32, Ranged Combat 40, 1 more attack every turn, +10 HP Healing for adjacent units every turn. Choice of +40% when attacking wounded units or +20% when adjacent to a friendly unit.
  • Prerequisite Tech: Surrogacy

The Prime Aegis is a unique Purity unit. These are great allies for picking off enemies. Use them around the flanks of your group. Though weaker in melee, they still hold up well enough that they don't need as much protection as Gunner or Missile Rover variants.

Prime ANGEL

  • Cost: 190 Production
  • Movement: 2
  • Range: 2
  • Abilities: 84 Combat, 84 Ranged Combat, can move after attacking, all terrain costs 1 Movement. Choice of +30% when attacking or +40% when flanking.
  • Prerequisite Tech: Neural Uploading

This is the ultimate Supremacy unit. Lay waste to your enemies with these tough fighters. They don't worry about counterattacks, they deal tons of damage, and they aren't that easy to kill.

Prime Battlesuit

  • Cost: 140 Production
  • Movement: 2
  • Abilities: 82 Combat, +30% when defending. Choice of +20% when flanking or 20% when next to a friendly unit.
  • Prerequisite Tech: Servomachinery

A unique Purity unit, the Prime Battlesuit is an exosuit that functions as a defender or as an integrated part of a formation. They're more formation-oriented than the other upgraded Battlesuits. This is useful for defensive players who plan on holding their territory and winning by non-Domination victories. The Evolved variant is better for solo defense to hold tiny areas and frustrate enemy movements.

Prime CARVR

  • Cost: 150 Production
  • Movement: 2
  • Abilities: Combat 86, +15% when next to a friendly unit. Choice of +8% per adjacent friendly unit or +20% when next to a friendly unit.
  • Prerequisite Tech: Autogyros

A unique Supremacy unit, Prime CARVRs are decent attackers by themselves, but they're not going to overwhelm the best of your enemy forces. Not surprisingly, they get better when used in formations of Supremacy troops. Flanked by other melee units and supported by ranged units from behind, Prime CARVRs get major bonuses. That's when they really shine.

Prime CNDR

  • Cost: 120 Production
  • Movement: 2
  • Abilities: 74 Combat, +8% per adjacent friendly unit. Choice of +30% when in own territory or 20% when next to a friendly unit.
  • Prerequisite Tech: Tactical Robotics

Prime CNDRs are unique Supremacy units. Use them for defensive lines in your own territory. They make it quite hard for intruders to get any traction.

Prime LEV Destroyer

  • Cost: 225 Production
  • Movement: 2
  • Range: 2
  • Abilities: 70 Combat, 108 Ranged Combat, +30% when attacking, +10 HP splash damage to enemy units next to target. Choice of +1 Range when unit has full Health or -1 Setup needed before attacking.
  • Prerequisite Tech: Tactical LEV

The ultimate Purity unit is the Prime LEV Destroyer. Take the reduced Setup time, and support your main line with maximum devastation. Even though these are tough units, you should still screen them with more defensive (and more expendable) units.

Prime LEV Tank

  • Cost: 180 Production
  • Movement: 2
  • Range: 2
  • Abilities: 46 Combat, 84 Ranged Combat, +1 Range for anti-orbital strike, +10% per unused Movement Point. Choice of +1 Movement Point or attacking over terrain obstacles.
  • Prerequisite Tech: Mobile LEV

Prime LEV Tanks are unique Purity units. Increased Movement is fairly synergistic for their bonuses, so that's a very strong option. It improves them defensively and offensively, but you must set up your attacks carefully. Take advantage of hills, and avoid rough terrain where you lose your ranged edge. If you're on a map with substantial geographic barriers, being able to attack over terrain might end up being superior after all. Consider the lay of the land before you adopt your perk.

Prime Rocktopus

  • Cost: 150 Production
  • Movement: 1
  • Range: 2
  • Abilities: 78 Ranged Combat, +1 Range for anti-orbital strike, generate miasma in orbit. Choice of +30% when attacking or manually deorbit at any time.
  • Prerequisite Tech: Designer Lifeforms

The Prime Rocktopus is a unique Harmony unit. Have it leave orbit to shift positions and keep up with a fast-moving force.

Prime SABR

  • Cost: 160 Production
  • Movement: 1
  • Range: 3
  • Abilities: 24 Combat, 98 Ranged Combat, +1 Range, +1 Range for anti-orbital strike, attack over terrain obstacles. Choice of -1 Setup needed before attacking or +12% per adjacent friendly unit.
  • Prerequisite Tech: Synthetic Thought

Prime SABRs are unique Supremacy units. Surround them with friendly units to help them let loose a mighty barrage of fire. With such insane Range, SABRs are frightening to anything they approach. Of course, their crippled Movement is the limiting factor for these machines. If used in your cities, give them the adjacency bonus for the best defensive firepower. When used aggressively, you need the Setup reduction so that they can at least fire the round after they get into position. Bring a worker along with your SABRs so that you can construct roads as soon as possible to help them catch up to your forces as they move on to the next victim[el]errr, city.

Prime Xeno Cavalry

  • Cost: 130 Production
  • Movement: 3
  • Abilities: 70 Combat, all terrain costs 1 Movement. Choice of +40% when in miasma and attacking and +40% when in miasma and defending or +30% when flanking.
  • Prerequisite Tech: Alien Domestication

The Prime Xeno Cavalry is a unique Harmony unit. You can't use this version of Xeno Cavalry as a solo raiding force. You need to either seed the area with miasma or use groups of Xeno Cavalry to flank and eliminate their victims. The latter method is powerful but expensive. If you have a good supply of Xenomass, take the flanking bonus so that you can still have this potent raiding option that isn't miasma-based.

Prime Xeno Swarm

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 58 Combat, +20% when in miasma and attacking, +20% when in miasma and defending. Choice of 20 HP damage to adjacent enemy units on death or +20% when adjacent to a friendly unit.
  • Prerequisite Tech: Alien Adaptation

A unique Harmony unit, Prime Xeno Swarms work really well in clusters at the front of your attack force. Send them into battle, wound your enemies, let the Xeno Swarms die, and let your foes blow up. This clears the way for your serious attackers to break through and take their targets.

Prime Xeno Titan

  • Cost: 250 Production
  • Movement: 2
  • Abilities: 100 Combat, +50% when defending against ranged units, +20 HP after killing an enemy unit. Choice of +40% when in miasma and attacking and +40 when in miasma and defending or +20% when next to a friendly units.
  • Prerequisite Tech: Alien Evolution

The ultimate Harmony unit is the Prime Xeno Titan. Being able to get most of your bonus for staying in formation is very tempting. Xeno Titans are already very good, and making them into rank-and-file troops instead of lone attackers is a viable choice. If you give them their adjacency bonus, leave them in the middle of your forward ranks, and support them well with ranged attackers to soften targets. Give Xeno Titans the kills for added Healing.

Prophet

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 40 Combat. Choice of 30% when attacking wounded units or 20% when adjacent to a friendly unit.
  • Prerequisite Tech: Engineering

Prophets make excellent raiders. Get them into enemy territory, and use a small group of them to wound and then kill each other's targets. They can rip up improvements, steal workers, or even take full cities if your opponent doesn't respond quickly enough.

Punisher

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 8 Combat, 32 Ranged Combat, +30% when attacking cities. Choice of +30% when attacking cities or +20% when attacking.
  • Prerequisite Tech: Computing

Punishers are pure city attackers. Use other ranged units for fighting enemy troops, and let the Punishers do their jobs to bring down city defenses. Don't waste much time on their tepid anti-unit attacks unless you're in the open field.

Raider

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 5
  • Abilities: 36 Ranged Combat, +50% when air sweeping. Choice of +30% against air units or 25% against land and sea units
  • Prerequisite Tech: Robotics

Raiders make good anti-air units or decent tactical bombers. Use them to defend your territory or help provide cover as your forces advance into enemy areas.

Ranger

  • Cost: 50 Production
  • Movement: 2
  • Range: 2
  • Abilities: 3 Combat, 8 Ranged Combat
  • Prerequisite Tech: Physics

Rangers are the basic ranged troop for the early game. They're best used inside cities to shoot out safely at aliens and attackers, but they're also great when protected by melee units. Position melee troops in front of the Ranger, and let your ranged attacks deal free damage to any targets that come after the group.

Raptor Bug

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 15 Combat
  • Prerequisite Tech: None

These are fast alien ground units. You might get them from rare expeditions, but most of the time, you're going to fight against them. Watch out especially when you have workers, colonists, and explorers near Raptors; these enemies can tear out of rough terrain and grab your people quite easily. Bring a military escort along when you're anywhere near alien nests, miasma, or unknown terrain.

Redeemer

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 68 Combat, +1 Movement, all terrain costs 1 Movement, levitates over land and sea. Choice of +30% when flanking or ignore zones of control when moving.
  • Prerequisite Tech: Engineering

Send Redeemers in packs if you take their flanking bonus. This lets them quickly scout, engage, and kill smaller groups of foes. If you're in the mood for more risky behavior, use the anti-zone of control perk instead. This allows individual Redeemers to move around the field even in the middle of large battles. They're excellent at rolling through ranged and siege units because you can fly directly past their melee defenders without having to take a huge detour. This is also quite effective when surrounding cities. Redeemers get into position very quickly, letting you encircle the sieged area without many turns of preparation.

Rocktopus

  • Cost: 280 Production
  • Movement: 2
  • Range: 2
  • Abilities: 60 Ranged Combat
  • Prerequisite Tech: Designer Lifeforms

A unique Harmony unit, these creatures enter orbit to provide ranged support, and they can then move to new orbits for a minor cost. Rocktopi require Xenomass and Floatstone to construct. Watch out for enemies with decent Artillery units; they're able to shoot your Rocktopi out of the sky without much effort.

SABR

  • Cost: 320 Production
  • Movement: 1
  • Range: 3
  • Abilities: 16 Combat, 58 Ranged Combat
  • Prerequisite Tech: Synthetic Thought

A unique Supremacy unit, SABRs are essentially slow-moving Artillery with an extremely long Range. They require Firaxite to construct. Use them as heavy defenders for your cities, or build roads into enemy territory to get them into position for siege attacks. They eventually promote into even heavier Artillery (with ludicrous Range).

Sea Dragon

  • Cost: 50 Production
  • Movement: 4
  • Abilities: 18
  • Prerequisite Tech: None

Sea Dragons are common alien naval units that patrol the waters of the new world. They love to eat your trade vessels. Unless you're living in peace with the aliens, it's good to have naval units near the coasts to hunt for these pests. Ranged coastal defenders are also useful for this purpose because Sea Dragons swim close to shore.

Sentinel

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 30 Combat. Choice of 30% defensive bonus Strength or 10% bonus Strength/unused Movement Point.
  • Prerequisite Tech: Habitation

Sentinels are geared toward defensive maneuvers and holding fortified locations. Keep them in rough terrain near your vulnerable cities or units and fortify them. They're not there to kill; they're there to be a nasty roadblock.

Seraph

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 5
  • Abilities: 60 Ranged Combat, +1 Range, +40% when air sweeping. Choice of +1 more Interception every turn or 1 rebase costs no Movement.
  • Prerequisite Tech: Robotics

Seraphs are the most mobile of air units. They don't kill their targets as quickly as some rivals, but they can cross distances very quickly. Being able to rebase free of charge makes you incredibly flexible on defense and attack. It's great for a dominator who has multiple fronts to worry about. Bonus interceptions are best when you know your enemy and are certain that they're going to be hassling you with air power all the time (e.g., Pan-Asian Cooperative or human players that you know well).

Shepherd

  • Cost: 160 Production
  • Movement: 3
  • Abilities: Combat 44, +1 Movement, +1 capacity for aircraft. Choice of +2 Range for onboard aircraft or +1 capacity as a base for aircraft.
  • Prerequisite Tech: Fabrication

Shepherds get great Range for their aircraft, making it possible to hit targets from so far away that they won't respond effectively. This removes one of the biggest weaknesses of all Carrier variants (that they're sitting ducks). The farther away from battle you operate, the safer you are.

Shredder

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 18 Combat, 66 Ranged Combat. Choice of being able to move after attacking or all terrain costing 1 Movement.
  • Prerequisite Tech: Physics

You don't get tons of Movement out of these units, but they still make devoted raiders. Give them terrain advantages if you're taking them into enemy territory often, or let them move after attacking to make defensive operations even more successful.

Shrike

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 5
  • Abilities: 60 Ranged Combat, +1 Range, +40% when air sweeping. Choice of +30% chance to scatter attacked units to another tile or +25 HP Healing after killing an enemy unit.
  • Prerequisite Tech: Robotics

Shrikes are fun no matter how you use them. Taking the Healing option gives you a different style of bombing compared with most air units. Instead of going early to soften enemies for your mainline troops, you use Shrikes as finishers so that they stay healthy and don't have as much downtime.

Siege Worm

  • Cost: 70 Production
  • Movement: 1
  • Abilities: 60 Combat
  • Prerequisite Tech: None

Siege Worms are massive aliens that move around the land, looking for things to squish. They break improvements just by entering the territory, and their massive Health makes it hard to destroy them. They can even take out outposts or small cities if you're not careful. Use city strikes, ranged attacks, and heavier melee troops to bring them down. Try to avoid direct confrontations with Siege Worms in the early game; they can break through multiple units without breaking a sweat. It's better to avoid them or construct ultrasonic fences when they get uncomfortably close to your homes.

Soldier

  • Cost: 50 Production
  • Movement: 2
  • Abilities: 10 Combat
  • Prerequisite Tech: Habitation

Soldiers are basic infantry units that gain new abilities and specializations with increased affinity levels. They're good escorters and defenders and can still launch decent attacks.

Striker

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 12 Combat, 30 Ranged Combat. Choice of 25 HP Healing after killing an enemy unit or 30% Strength when attacking fortified units.
  • Prerequisite Tech: Physics

Strikes can be specced to take out fortified units more easily than their rivals. Healing isn't usually as useful for them because they tend to either live or die in each engagement (if you protect them, they live; if enemies make it to them, they'll die). Thus, Healing isn't their primary concern, like it would be for a melee unit. Instead, focus on dealing damage as best as you can. Have them soften fortified units that are holding rough terrain. Force your opponent to come out and fight, or to take the free hits.

Tacjet

  • Cost: 100 Production
  • Movement: N/A, deployed from Carrier or base
  • Range: 4
  • Abilities: 10 Ranged Combat
  • Prerequisite Tech: Robotics

Tacjets are basic air units. They run air sweeps to defend against other aerial craft, or they are used as bombers to soften ground units and cities. In their early generations, these craft are weak and don't deal much damage. They're better at supplementing damage that your ground units cause. Later on, they evolve into deadly attackers that can kill units or leave cities fully exposed.

Triton

  • Cost: 120 Production
  • Movement: 3
  • Range: 2
  • Abilities: 16 Combat, 46 Ranged Combat, +1 Movement. Choice of 30% when not next to a friendly unit or 40% when attacking cities.
  • Prerequisite Tech: Computing

Tritons are gifted aquatic raiders. Their bonuses when soloing are wonderful for coastal bombardment against a mix of cities, land units, and naval units (this is great for island maps). Their bonus against cities alone is only superior if you want to use Tritons in heavy packs to take cities and aren't worried much about naval reprisals (more common on maps with higher land percentages).

True Aegis

  • Cost: 140 Production
  • Movement: 2
  • Range: 2
  • Abilities: Combat 32, Ranged Combat 40, 1 more attack every turn, +10 HP Healing for adjacent units every turn. Choice of +40% when attacking wounded units or +60% when inside a city.
  • Prerequisite Tech: Surrogacy

A unique Purity unit, True Aegises make incredible city defenders all the way through the late game. If you're totally on offense and don't think defense is an issue at all, use the bonus against wounded units instead, and have your Aegis units double attack things after aircraft or melee units have had their fun.

True ANGEL

  • Cost: 190 Production
  • Movement: 2
  • Range: 2
  • Abilities: 84 Combat, 84 Ranged Combat, can move after attacking, all terrain costs 1 Movement. Choice of +30% when attacking or +15% per unused Movement Point.
  • Prerequisite Tech: Neural Uploading

The ultimate Supremacy unit is the True ANGEL, a flexible battle platform that is slightly more defensively oriented but fully capable on any battlefield. The 15% unused Movement bonus is incredibly flexible, even on a unit with only 2 Movement.

True Battlesuit

  • Cost: 140 Production
  • Movement: 2
  • Abilities: 82 Combat, +30% when defending. Choice of +20% when flanking or 30% when attacking.
  • Prerequisite Tech: Servomachinery

True Battlesuits are unique Purity units. They're heavily armed exosuits that gain bonuses for attack and defense. Use them for almost any occasion. They're great at screening more vulnerable units.

True CARVR

  • Cost: 150 Production
  • Movement: 2
  • Abilities: Combat 86, +15% when next to a friendly unit. Choice of +8% per adjacent friendly unit or +30% when attacking.
  • Prerequisite Tech: Autogyros

True CARVRs are unique Supremacy units. Stack their bonuses by putting them in large groups, and force your way through chokepoints or sieges.

True CNDR

  • Cost: 120 Production
  • Movement: 2
  • Abilities: 74 Combat, +8% per adjacent friendly unit. Choice of +30% when in own territory or 30% when defending.
  • Prerequisite Tech: Tactical Robotics

True CNDRs are unique Supremacy units. Fight on familiar terrain, and make the invaders pay.

True LEV Destroyer

  • Cost: 225 Production
  • Movement: 2
  • Range: 2
  • Abilities: 70 Combat, 108 Ranged Combat, +30% when attacking, +10 HP splash damage to enemy units next to target. Choice of +1 Range when unit has full Health or 15 HP splash damage to enemy units next to target.
  • Prerequisite Tech: Tactical LEV

The ultimate Purity unit is the True LEV Destroyer. Load on the splash damage, and force enemies to either split up or deal with the extra pain. These are some of the best anti-Supremacy weapons in the game.

True LEV Tank

  • Cost: 180 Production
  • Movement: 2
  • Range: 2
  • Abilities: 46 Combat, 84 Ranged Combat, +1 Range for anti-orbital strike, +10% per unused Movement Point. Choice of +1 Movement Point or +10% per unused Movement Point.
  • Prerequisite Tech: Mobile LEV

A unique Purity unit, True LEV Tanks are potent on offense and defense. Keep them in place to maximize damage to encroaching forces. Put them on hills with a good view of an area, and use a ground unit to watch their approach. Between the two, these units can put down many threats.

True Rocktopus

  • Cost: 150 Production
  • Movement: 1
  • Range: 2
  • Abilities: 78 Ranged Combat, +1 Range for anti-orbital strike, generate miasma in orbit. Choice of +30% when attacking or +2 Orbital Coverage provided by this unit.
  • Prerequisite Tech: Designer Lifeforms

The True Rocktopus is a unique Harmony unit. Improve the area of Orbital Coverage for increased miasma generation without as much prep time.

True SABR

  • Cost: 160 Production
  • Movement: 1
  • Range: 3
  • Abilities: 24 Combat, 98 Ranged Combat, +1 Range, +1 Range for anti-orbital strike, attack over terrain obstacles. Choice of -1 Setup needed before attacking or +30% when attacking.
  • Prerequisite Tech: Synthetic Thought

A unique Supremacy unit, true SABRs can rain down pain and suffering. Grab the attack bonus for non-mobile defensive use, or remove the Setup time if you're taking SABRs out on the road. They're always a hassle to use, but the results are undeniable.

True Xeno Cavalry

  • Cost: 130 Production
  • Movement: 3
  • Abilities: 70 Combat, all terrain costs 1 Movement. Choice of +40% when in miasma and attacking and +40% when in miasma and defending or +10% per unused Movement Point.
  • Prerequisite Tech: Alien Domestication

True Xeno Cavalry are unique Harmony units. The other affinity variants make superior raiders; True Xeno Cavalry are better homebodies, patrolling around or near your borders. The more they move, the less effective they are. If you take their miasma bonuses, you're in better shape, but then you have to seed areas before attacking them.

True Xeno Swarm

  • Cost: 100 Production
  • Movement: 2
  • Abilities: 58 Combat, +20% when in miasma and attacking, +20% when in miasma and defending. Choice of 20 HP damage to adjacent enemy units on death or +30% when attacking.
  • Prerequisite Tech: Alien Adaptation

A unique Harmony unit, True Xeno Swarms are miasma specialists that are best on the attack. Run them into large groups of enemy units, and fight to the death. Use them expendably, and bring in your serious forces while your enemies are still trying to recover.

True Xeno Titan

  • Cost: 250 Production
  • Movement: 2
  • Abilities: 100 Combat, +50% when defending against ranged units, +20 HP after killing an enemy unit. Choice of +40% when in miasma and attacking and +40 when in miasma and defending or +50% when attacking cities.
  • Prerequisite Tech: Alien Evolution

The ultimate Harmony unit is the True Xeno Titan, a juggernaut that leaves no city standing. Use Xeno Titans as melee siege units. They crush cities with only a slight amount of prep time. A couple of aircraft or mobile units can easily lead the way for a Xeno Titan to take most cities.

Vindicator

  • Cost: 120 Production
  • Movement: 4
  • Range: 2
  • Abilities: 32 Combat, 72 Ranged Combat, +1 Range. Choice of +1 capacity as base for aircraft or can move after attacking.
  • Prerequisite Tech: Computing

Vindicators are intriguing. They either become great water raiders, with the ability to strike and fade, or they can act as smaller Carriers with increased survivability. For smaller navies, take the attack and move perk. You can maintain a strong advantage over other small forces. In larger engagements, you really could use the extra aircraft. This forces your opponent to divide their attention between your Carriers and Vindicators, both of which have units stationed on them. Even if they sink one of the ships, you still have more air power ready than you would otherwise.

Viper

  • Cost: 60 Production
  • Movement: 3
  • Abilities: 40 Combat. Choice of 40% bonus when alone or pillaging costs no Movement and gives 25 HP Healing (when not embarked).
  • Prerequisite Tech: Engineering

Vipers are raiders, through and through. Both perks help them with this role. Superior pillaging won't win them battles, but it's arguably the more powerful option if you are looking to raid but not take cities with them. Free pillaging lets you engage much larger nations and deal frustrating damage without much comeuppance. The lone wolf bonus is better if you are attacking weaker nations and are looking to score free workers and cities rather than slow your opponents down.

Warden

  • Cost: 100 Production
  • Movement: 2
  • Range: 2
  • Abilities: 18 Combat, 66 Ranged Combat. Choice of attacking over terrain obstacles or +1 Range when no Movement Points are spent.
  • Prerequisite Tech: Physics

When combined with previous perks from the Purity line, Wardens make cities incredibly difficult to take with anything less than a sizeable force.

Wolf Beetle

  • Cost: 20 Production
  • Movement: 2
  • Abilities: 8 Combat, Alien Unit
  • Prerequisite Tech: None

These aggressive alien units are the bane of early exploration. Though weak individually, you often find them in large groups around alien nests.

Xeno Cavalry

  • Cost: 210 Production
  • Movement: 3
  • Abilities: 48 Combat
  • Prerequisite Tech: Alien Domestication

A unique Harmony unit, Xeno Cavalry require Xenomass for construction. Use Xeno Cavalry to move quickly, raid, and hit exposed targets.

Xeno Swarm

  • Cost: 120 Production
  • Movement: 2
  • Abilities: 34 Combat
  • Prerequisite Tech: Alien Adaptation

Xeno Swarms are unique Harmony units that require Xenomass to construct. Xeno Swarms act like standard melee troops at first, but they upgrade into much more destructive and complex units in the later game.

Xeno Titan

  • Cost: 400 Production
  • Movement: 2
  • Abilities: 96 Combat
  • Prerequisite Tech: Alien Evolution

Xeno Titans are ultimate Harmony units that require Xenomass to construct. With incredibly high base stats, these creatures rip through targets with strong direct attacks. Form your lines around them, and advance slowly with your ranged units in the back. Not much is going to get through a Xeno Titan (at least, not quickly).