Unit Blueprints
A Unit Blueprint describes operational levels for equipment (weapons, armor & shields) used by an Army Unit along with the Design Points, Exocredits and Industrial Units required to build it.
General Information
Units are the building blocks for creating mission specific armies.
- Military Bases build a complete Unit using a Unit Blueprint.
- Players use the Unit Designer to create Blueprints.
- An Empire's progression through the Lexicon can reduce the Exocredit and Industrial Unit costs as can adding Crystals to a Blueprint.
Unit Types
An army can be a mixture of Units with different races and from different Epochs.
- Infantry
- Cavalry
- Artillery
- Aqua
- Assault
- Air
- Colonists
- Leader
Equipment
What follows are the equipment options provided by the Unit Designer when creating new Blueprints:
Weapons
Melee Weapon
Example: Sword/Axe/Mace
Units: Colonist, Infantry, Cavalry & Artillery
Design Points: 1
Exocredits: 2
Industrial Units: 1
Shock Weapon
Example: Lance/Spear/Grenade
Units: Infantry, Cavalry, Assault & Artillery
Design Points: 1
Exocredits: 2
Industrial Units: 1
Light Weapon
Example: Projectile Rifle
Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 3
Exocredits: 4
Industrial Units: 2
Medium Weapon
Example: Light Artillery
Units: Infantry, Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 8
Industrial Units: 4
Heavy Weapon
Example: Artillery
Units: Assault, Artillery, Aqua & Air
Design Points: 10
Exocredits: 12
Industrial Units: 8
Massive Weapon
Example: Siege Artillery
Units: Assault & Artillery
Design Points: 30
Exocredits: 20
Industrial Units: 16
Missiles
Units: Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 4
Industrial Units: 2
Anti-Ballistic Missiles (ABM)
Units: Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 8
Industrial Units: 4
Weapons of Mass Destruction (WMD)
Example: Atomic or Dirty Bomb
Units: Assault, Artillery, Aqua & Air
Design Points: 50
Exocredits: 100
Industrial Units: 50
Armor
Personal Armor
Units: Colonist, Infantry & Cavalry
Design Points: 1
Exocredits: 2
Industrial Units: 1
Light Armor
Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 4
Industrial Units: 2
Medium Armor
Units: Infantry, Assault, Artillery, Aqua & Air
Design Points: 10
Exocredits: 10
Industrial Units: 5
Heavy Armor
Units: Assault, Artillery, Aqua & Air
Design Points: 20
Exocredits: 20
Industrial Units: 10
Massive Armor
Units: Artillery
Design Points: 50
Exocredits: 40
Industrial Units: 20
Shields
Personal Energy Shield
Units: Colonist, Infantry & Cavalry
Design Points: 1
Exocredits: 2
Industrial Units: 1
Light Energy Shield
Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 4
Industrial Units: 2
Medium Energy Shield
Units: Assault, Artillery, Aqua & Air
Design Points: 10
Exocredits: 8
Industrial Units: 4
Heavy Energy Shield
Units: Assault, Artillery, Aqua & Air
Design Points: 20
Exocredits: 16
Industrial Units: 8
Control Modules
Atmospheric
Helps non-native units manage different atmospheric conditions
Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 1
Exocredits: 10
Industrial Units: 1
Population
Helps units with managing alien populations
Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 1
Exocredits: 3
Industrial Units: 2