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Unit Stats

Each unit has a lot of attributes, and they can be found in the library. Here is a list of the most interesting ones, and what they mean.

Cost

Each unit requires a certain amount of credits to be trained. This is to cover the material expenses as well as the training costs.

Class

A unit can be one of Light, Medium, Heavy, Assault, Base Defence, or Specialist. Every class except the Specialist class is only for classifying the units. Specialist units, on the other hand, do not fight at all, and are usually either for travelling, theft, or performing some other special (non-combat) task.

Weapon and Weapon Type

Every unit, except the Specialist units, has a Weapon and each weapon has a special Weapon Type. The number of weapons a unit has defines how many units (maximum) it can kill per hour of combat. Check the previous chapter for more information on weapons and armor.

Armor

Armor is very important as it prevents a weapon's raw damage from hitting the unit. The better the armor, the less chance it has that the unit will be killed. Check the previous chapter for a complete list of penetration ratios of every weapon versus armor.

Targets

Each unit has up to two pre-defined targets that it will try to kill before attacking other units. When there are no more units left that it can target, it will target randomly.

Hit Points

This can be compared to "life points". In general, it defines how much damage it can take before being killed. The higher, the better, obviously.

Cloaking

A lot of the units can cloak. This is a percentage, and it is used to prevent radars from detecting these units. This means that the opponent that you are attacking will not get completely accurate numbers on who is attacking until just before you have arrived (how long in advance the opponent gets the full squadron size depends on how advanced your knowledge about Stealth Technology is).

Cooldown

Every weapon generates heat, and needs to be cooled down after a while. This value is how long it takes (for the weapon) to get back to full speed again.

Upkeep

This is the number of credits that each unit demands. See Upkeep for full details.

Range

The range is how far the opponent unit can be before your weapon will stop hitting.

Speed

The speed of the unit while it is in combat. Do not confuse this with travel times, as it has nothing to do with each other. The faster the unit is, the higher chances it has for hitting the opponent. Likewise, the slower a unit is, the higher are the chances for it being hit.

Build Time

The amount of hours you need to wait until the unit is ready for combat (includes both weapon/armor building and soldier training).

Weight

This is how heavy the unit is.

Precedence

Every unit has a precedence level in a battle. This is the order in which the unit will be able to fire against the opponent units.

Strength

This is the calculated strength of the unit, and the amount of score you get is based on this number (of the killed unit).

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