Train in the Barracks. Send them from Command.
Construct the Barracks and meet the Research Lab requirement shown on the unit. Different unit types train at the same time. Ordering more of a type that is already in production extends that type’s queue. Finished units go into inventory. No unit costs Gold, including Titan, Juggernaut, and the Colony Ark.
Tiers
Tier 1 is Militia, Ravager, Recon Drone, and Demolition. Tier 2 is Bulwark, Striker, Wraith Scout, and Siege Walker. Tier 3 is Aegis, Vanguard, Specter, and Laser Cannon. Each tier costs about three times the resources of the tier before it and delivers about three times the combat power. Titan and Juggernaut are a later elite tier, priced as a share of a Colony Ark’s resource cost, with higher training time, upkeep, statistics, and bunker-space needs.
Inside a standard tier, attackers cost about 20% more than defenders, scouts about 50% more, and siege units about 150% more. Defenders — Militia, Bulwark, Aegis, and Titan — get about 7% more combat power for their resource cost than other roles in the same tier. Advanced units stay locked until the Research Lab is high enough.
What the numbers mean
Attack is damage dealt. Defence and health are how much damage a force can withstand. Speed is seconds per kilometre or seconds per mile, using the preference saved in the Sensor Array, so a lower number is faster. The attack planner totals the selected attack after research bonuses.
Every unit continuously consumes Food and Water. Mechanical units also use Energy, Metals, and sometimes Helium. The Barracks lists the hourly upkeep per unit. Efficiency research reduces it.
Survival research does not reduce the damage coming in. After combat has determined who would die, the researched percentage turns some of those losses into injured survivors: fewer deaths, more injured units pulled back.
Command Center
From Command you pick a detected base and the units, schedule the attack, keep a watchlist, and track squads that are outbound or coming home. A scout run is a normal attack made only with scout units. You cannot attack a base in your own alliance or coalition. The server checks protection and whether the target is still valid again at launch. Launching an attack ends your own protection.
A reinforcement squad can be cancelled before it arrives. Once stationed on another player’s base it can be recalled, moved, used to attack, or sent home by the host.
Mining missions are not available yet.
Holding the base
The Defence Grid prepares temporary utilities in a limited number of slots. Researched minefields damage enemies before combat, EMP charges disrupt them, fortifications absorb damage, and medical supplies reduce deaths. A counter-raid is a normal attack: open the attacking base from a defence report and launch.
The Bunker protects defending units after combat has already calculated the losses. Each level provides 100 unit-space multiplied by server speed, up to level 100. Larger and tougher units take more of that space. Resource reserves are not stored here; they sit in cellars under Storage Vaults.
The Medical Bay restores an eligible portion of defending casualties, limited by its recovery percentage and its capacity. Automatic recovery can be turned on or off in the building.
The Shield Generator is activated from the building. Activation spends the Energy and Helium shown on screen and adds a defensive bonus while the shield is up. Each hour it stays active spends another 10% of that activation cost. If Energy or Helium runs short, the shield shuts off and the Terminal records the shutdown.