<MainMenu ENG="Main Menu"/> <Credits ENG="Credits"/> <Gold ENG="Gold"/> <Metal ENG="Materials"/> <Oil ENG="Fuel"/> <BridgeHead ENG="Bridgehead"/> <Alien_Tech ENG="Alientechnology"/> <Resource ENG="Resource"/> <Resource_Density ENG="Resource Density"/> <Game_Type ENG="Game Type"/> <Player_Name ENG="Playername:"/> <Player_Select ENG="Playeroptions"/> <Team ENG="Team"/> <Human ENG="Human"/> <Computer ENG="Computer"/> <Nobody ENG="Nobody"/> <Clan ENG="Clan"/> <Cargo ENG="Cargo"/> <Choose_Planet ENG="Choose planet"/> <Options ENG="Options"/> <Connect ENG="Connect"/> <Send ENG="Send"/> <Color ENG="Color:"/> <IP ENG="IP"/> <Port ENG="Port"/> <Map ENG="Map"/> <LoadSave ENG="Load/Save Menu"/> <Load ENG="Load Menu"/> <Updates ENG="Update menu"/> <Build ENG="Build menu"/> <Labs ENG="Research menu"/> <Mine ENG="Mine manager"/> <Unitinfo ENG="Unit information"/>
Air Transport\n\nHeavy aircraft capable of holding up to three ground units. Alien Assault\n\nPowerful plasma weapon mounted on a fast, medium-armored chassis. While not as fragile as human assault guns, the alien assault gun should still avoid enemy fire whenever possible. All alien units repair themselves, and improve their abilities with experience. Alien Plane\n\nAlien fighter-bomber. While the alien plane is primarily desinged to attack ground targets, it can also fire its missiles at other planes. Though powerful, the alien attack plane is still vulnerable to anti aircraft fire. Like other alien units, alien planes repair themselves and improve their abilities with experience. Alien Ship\n\nHeavily armored and armed warship of alien design. Like the human gunboat, the alien gunboat excels at destroying other ships and land targets near the shore. All alien units repair themselves, and improve their abilities with experience. Alien Tank\n\nHeavily armored tank of alien design. Alien tanks are best used at the front of an attack to soak up enemy fire. All alien units repair themselves, and improve their abilities with erperience. Personnel Carrier\n\nFast armored vehicle to transport infantry and infiltrators. The APC can move slowly underwater as well as on land. Only enemy corvettes can detect an APC moving under water. Assault Gun\n\nLightly armored vehicle with a long range gun firing high-explosive shells. Fast and effective on the attack, but fragile. AWAC\n\nAirborne Warning And Control plane. Basically a flying radar dish, an AWAC is essential to spot enemy anti aircraft before your planes fly into firing range. Ground Attack Plane\n\nA heavier plane carrying a full load of air to ground missiles. Ground Attack Planes are expensive, but the advantages are worth the cost. Their great speed lets them reach any trouble spot quickly, and once they arrive, only fighters and antiaircraft can defend against them. Bulldozer\n\nVehicle for clearing rubble and demolishing buildings. Bulldozers can scavenge material from debris. Cargo Ship\n\nShips for hauling raw material. Useful for resupplying pioneers and sea combat units with new ammunition. Rocket Launcher\n\nLightly armored vehicle firing medium-range rockets which affect all units within 2 squares of the target. Most effective against groups of enemy units. Infiltrator\n\nCommando trained in the arts of stealth and electronic warfare. Infiltrators can disable or capture enemy units. Infiltrators are normally invisible until they make a mistake trying to capture enemy units, or until spotted by infantry or infiltrators. Corvette\n\nHigh speed boat with torpedo tubes and sonar. Corvettes can attack any sea unit, but their real strength is their ability to spot and attack submarines. Escort\n\nHigh speed boat with good radar and rapid fire anti aircraft cannon. Escorts are the eyes of a fleet, and a fleet's protection from planes. Fighter\n\nFast but fragile aircraft carrying a limited number of air-to-air missiles. Fighters are the best way to drive enemy planes out an area, and to defend a moving force. Ground based anti aircraft is a better choice for defending a fixed area. Gunboat\n\nHeavily armored ship with a high caliber, medium range cannon. Excellent at destroying other ships and bombing shore targets. Infantry\n\nHuman soldiers equipped with light anti-tank shoulder weapons. Infantry can spot enemy infiltrators. Constructor\n\nLarge construction vehicle for creating large buildings, such as mines and factories. A constructor consumes two materials per turn while operating. Mine Layer\n\nMinelayers are specialized construction vehicles which place, detect, and remove mines. Minelayers convert onboard raw materials into mines. They can also remove those mines later and convert them back into materials. They cannot remove enemy minefields - those must be exploded with gunfire and rockets. Missile Crawler\n\nMissile launcher on an lightly armored chassis. This mobile launcher is slightly less sturdy than the stationary version, and requires more material to build. However, the ability to move makes it much more flexible. Missile Cruiser\n\nShip mounted missile launcher. Excellent range, high attack strength, and medium armor makes this a powerful unit. Mobile Anti Aircraft\n\nLight, fast vehicle with a rapid fire cannon for shooting down enemy planes. Mobile anti aircraft are generally defensive units, because they aren't as fast as planes, and can't move while firing. Use them to protect an area once your fighters have chased away enemy ground attack planes. Small construction vehicle for creating small buildings and stationary weapons. Repair Unit\n\nLight vehicle which can rapidly repair ground units and buildings. Repairs require materials. The more extensive the damage, the more materials the repair requires. Depots, docks, hangars and barracks can also repair units. Scanner\n\nMobile radar platform. Slower and more expensive than a scout, but with a better scan range. A scanner is an excellent way to spot targets for very long ranged units like missile crawlers. Scout\n\nHigh speed scouting vehicle for exploration and spotting enemy units. Can cross water without a bridge, but is faster an land.\n\nVery fast and good scan range, but much weaker than most combat units. Sea Mine Layer\n\nSeaborne version of the minelayer. Like its land based counterpart, the sea minelayer can manufracture mines, detect them, and convert them back into raw material. Sea Transport\n\nHeavily armored ship with space to carry up to six land units. Sea transports are much slower than air transports, but also much more likely to survive an enemy attack. Submarine\n\nLurking beneath the surface, submarines can sneak close to the enemy to fire their powerful torpedoes. Submarines do not carry active sonar, which might reveal their positions. Only corvettes can spot a submarine before it fires. Only submarines, corvettes, and ground attack planes can attack them. Surveyor\n\nLight, amphibious vehicle with sophisticated sensors for detecting underground minerals and enemy mines. Unlike most amphibious units, surveyors are just as fast on water an on Land. Tank\n\nHeavily armored fighting vehicle. Best used in the frontline to prevent enemy units from reaching lightly-armored support units such as assult guns and rocket launchers. Gold Truck\n\nUnit for moving gold ore from one location to another. Supply Truck\n\nTruck for hauling raw materials. Useful for resupplying engineers and constructors, and for supplying combat units with new ammunition. Fuel Truck\n\nTruck for moving fuel. Barracks\n\nA barracks holds infiltrators and infantry units. Inside the barracks is a machine shop for repairing and improving powered suits, and for manufacturing ammunition. The barracks needs raw materials to repair, upgrade or resupply, so it should be connected to a storage unit or a minig station. Concrete Block\n\nHardened, armored block for blocking enemy movement. Bridge\n\nPontoon bridge for crossing water. Bridges, unlike water platforms, do not block the movement of ships. Connector\n\nBuildings must be connected to share power, fuel, raw materials and gold. You can connect buildings by placing them next to each other, or by building connectors from one building to the other. Depot\n\nA depot can repair damage, manufacture ammunition, and refit ground units with the newest technology. All of these operations require raw materials, so depots should be connected to stored materials. Dock\n\nA dock can repair damage, manufacture ammunition and refit ships with the newest technology. All of these operations require raw materials, so docks should be connected to stored materials. Power Station\n\nA power station consumes six fuel each turn, and provides enough power for six factories or mining stations. Power Generator\n\nA power generator consumes two fuel each turn, and provides enough power for one mining station or factory. The power generator must be connected to the fuel source (mining station or fuel tank) and the building that needs the power. Air Units Plant\n\nBuilds fighters, ground attack planes, and air transports. An air units plant needs three raw materials a turn to operate, and power from a power generator or power station. Alien Units Plant Heavy Vehicle Plant\n\nBuilds construtors, mobile scanners, and the heavy fighting units: tanks, assult guns, rocket launchers and missile crawlers. A heavy vehicle factory needs three raw materials a turn to operate, and power. Shipyard\n\nShipyards manufacture ships, such as submarines, sea transporters and missile cruisers. A shipyard requires three raw materials a turn to operate, an power. Light Vehicle Plant\n\nBuilds light vehicles: pioneers, trucks, mobile repair units, scouts and mobile anti-aircraft units. A light vehicle plant requires three raw materials a turn to operate, and power from a power generator or power station. Gold Refinery\n\nRefinery for converting gold into credits. Credits are required to purchase unit improvements. To run, a gold refinery needs a source of gold ore. A mining station can produce gold ore if one of its four squares covers a square with underground gold. Anti Aircraft\n\nLow caliber, high speed anti aircraft cannon. Anti aircraft make short work of planes, but cannot attack ground units. Artillery\n\nHigh powered stationary gun. Artillery is a compromise between the cheap, rugged gun turret and the expensive, long-range missile turret. Missile Launcher\n\nLong-range missile launcher on a fixed mount. Exellent range and firepower, but only slightly more armor than the mobile version. Best surrounded by gun turrets and anti aircraft. Gun Turret\n\nHeavily armored stationary gun turret. Gun turrets have good firepower, heavy armor, and moderate range. Because they take little time to build, they are a good choice when you need defense in a hurry. Habitat\n\nHabitats house colonists. Each habitat houses enough colonists to operate three research centers, training halls or eco-spheres. The colonist buildings must be connected to the habitat befor they can operate. Hangar\n\nA hangar can repair damage, manufacture ammunition and refit planes with the newest technology. All of these operations require raw materials, so hangars should be connected to stored materials. Land Mine\n\nSmall, hard to detect explosive device. Only surveyors, minelayers, and infiltrators can spot mines. Once spotted, almost any damage will destroy it. Mining Station\n\nExtracts raw materials, fuel and gold from the ground every turn. Buildings must be connected to a mine to use the resources a mine produces. If there are no storage buildings, to store extra materials, it will be lost. Small, hard to detect explosive device. Only surveyors, minelayers, and infiltrators can spot mines. Once spotted, almost any damage will destroy it. Landing Pad\n\nLanding facility for planes. Does not repair, resupply or refuel planes. To resupply a plane on a landing pad, use a nearby truck or storage unit. Water Platform\n\nProvides a surface over water on which to construct other buildings. Pioneers can build water platforms over the shore as well as open water. Water platforms are particularly important an island maps, or when a valuable material deposit is under water. Radar\n\nStationary, long-range radar. Longer-range units like missile launchers and artillery cannot fire on what thay cannot see, so it's important to have a scanner or radar nearby. Research Center\n\nResearch centers investigate ways to improve your units. Unlike upgrades purchased with refined gold, research takes time, and the improvements are small. Hovever, research affects all of your units instead of just one type, and doesn't require a source of gold ore. A research center requires colonists from a habitat to operate, and power. Road\n\nUnits move twice as fast over road squares. Sea Mine\n\nSmall, hard to detect explosive device. Only surveyors, minelayers, and infiltrators can spot mines. Once spotted, almost any damage will destroy it. Shield Gold Vault\n\nHolds unrefined gold ore. Minig stations produce gold every turn, if they have gold ore underneath them. To store the ore, a mining station must be connected to a gold vault. Storage Unit\n\nHolds raw materials. Mining stations produce raw materials ervery turn. To save extra materials, a minig station must be connected to a storage unit. Fuel Tank\n\nHolds fuel reserves. Minig stations produce fuel every turn. To save extra fuel, a mining station must be connected to a fuel tank. Training Hall\n\nTrains infiltrators who can disable or capture enemy units, and infantry to guard against infiltrators. A training hall requires colonists from a habitat and power to operate.