Faction

History after the ‘symbiont'[]

The Earth Empire began to invade Procyon, in hopes of stopping any organised formation of symbionts. They set off the program again, but Dr. Brackman had already disabled the program in his fellow free symbionts. At first, the free symbionts, now known as Cybrans, employed guerilla tactics to deal with the imperial troops, but soon began fighting an all-out war with the Earth Empire. The imperial troops, regardless of any advice, began scorching the planet with bio-nuclear weapons, forcing the Cybrans to flee. But it had made its mark; Procyon, once a rough but life-filled world, now became a barren and desolate wasteland.

As the war against the Earth Empire rages on, Brackman orders many Nodes to do what they do best: hide. In the meantime, Brackman gathers his military commanders in a desperate bid to devise a strategy that will enable the Cybrans to defeat the Aeon and the Earth Empire. The group quickly comes to the realization, though, that the Cybrans will never be able to win such a campaign. So upon the ‘discovery’ of Black Sun by QAI (who had known all along that it existed) Brackman made a rush to capture it. This failed.

After the Infinite War, Cybran colonization and independence grew with the formation of the Coalition. The quantity of Cybran commanders is believed to have risen, with Dr. Brackman and his Node getting more sufficient training resources and the fact of not losing so many rookie commander in any kind of war, till the events of Supreme Commander 2. The Cybran Nation was believed to have been a very significant part of the Coalition before it crumbled, provided the other two factions with effective scientific technology updates, which would eventually lead to their disadvantage.

The Cybran Nation faction itself, boasts fear into any opponent it faces, with the appearance of its walkers, such as the Loyalist, Megalith II and Cybranosaurus Rex. They also like to show their scientific supremecy over the Illuminate and UEF with the flexiblilty in warfare, with their LEGS for their Naval Units and Jump Jet technology for their Land units.

Bombs[]

Cluster Neutron Bomb

The Cluster Neutron Bomb drops multiple radioactive shells that do medium damage over a wide radius. Of the four faction’s T1 bomber bombs, it is the one that deals the highest amount of area damage due to shells that spread out from the point of impact.

The Cluster Neutron Bomb is used by the Zeus T1 Attack Bomber.

Neutron Bomb

The Neutron Bomb drops a concentrated version of the cluster neutron bomb that makes a single explosion with a large area of effect and damage. As it has the highest damage radius and lowest damage, it is most suitable for attacking clusters of unshielded structures or units as opposed to penetrating shields.

The Neutron Bomb is used by the Revenant T3 Strategic Bomber.

Zachary Arnold[]

Zachary Arnold was, at one point, of the most feared commanders in the UEF. During an operation late in the Infinite War, however, he was believed killed; in truth, he had been captured by the Illuminate, and converted to The Way. Dismissed as brainwashed by his UEF contemporaries, Arnold participated in the battle around the Black Sun facility, and was ultimately killed there, regardless of the campaign. Though he served under Marxon at the time, his true loyalty was to the Princess, as she had directly participated in his conversion to The Way; as a result, once Black Sun is captured by the Aeon within their campaign, he turns against Marxon.

Experimentals[]

«Fatboy» Mobile Factory: A tracked mobile base that can crawl across land and the ocean floor. It has a variety of weapons, including 4 battleship turrets, as seen on the Summit, multiple torpedo tubes and anti-aircraft capability. These are joined by a strong shield generator that can protect other units in its range. The Fatboy can construct Tech almost all (except SACU) land units at high speed and can repair and re-arm aircraft, but can only do any of this when on land, where underwater the only three abilities it retains is shielding, torpedoes, and storage of aircraft. However it’s not intended for a direct assault as it is more of a mobile siege base, although it seems to look like a Pillar tank up-sized to an experimental and modified greatly. To advance on open ground, secure it with its factory parts and advance. Commanders recommend using it similarly like most artillery pieces: behind the front line of troops and let it bombard the enemy into submission, and at the same time producing reinforcements. Commanders understanding how to use this siege weapon will effectively kill untold amounts of its counterpart land units. Spiderbots and the Galactic Colossus lose out to its huge range, but is vulnerable to faster, lighter units, such as air units. The Fatboy does have two side-armed riot guns as defense against any land unit that gets in its shield, but these riot guns are not very effective at all, if only for the fact that they only can swivel slightly if they must cope with moving targets. The Fatboy dishes out huge firepower at a very good range with a fairly good ROF, which is similar to the Triad UEF T2 defense turret but much more powerful damage-wise. Some commanders see the Fatboy as the best experimental unit in the game. Note that the Fatboy can protect a limited amount of air units underwater by loading them on the air staging platform and driving underwater. With the advent of Forged Alliance, the Fatboy’s capabilities have been reduced by the large increase in firing randomness in its main guns, as well as its increase in cost.

«Atlantis» Submersible Aircraft Carrier: Can hold, refuel, and repair up to 150 aircraft, depending on size (except transports). It has several anti-aircraft surface-to-air missile launchers, but primarily relies on powerful torpedoes (from four torpedo tubes) to inflict damage. This is considered to be the best naval unit in the game, due to the fact it has extreme power as an anti-air or anti-submersible unit. The Atlantis is also capable of constructing any UEF aircraft with the exception of transports, generally faster than a Tech 3 Air Factory. It derives its name as the «King of the Sea» due to its heavy armor. While the latest patches have made it slightly less godlike, it is still worth the investment as it is a rather cheap experimental that excels at its task.

«Mavor» Strategic Artillery: An extremely expensive artillery structure, the Mavor can fire extraordinarily accurate artillery shells across the largest of scenarios (the accuracy has been reduced with recent patches, more specifically the 3251 patch), thanks to it being stationary. Requires a very long time to build, and has very high energy costs. The shells are of the same basic design as the UEF’s nuclear weapons, and they arm in mid-air to prevent accidental detonation. Simply building this will usually give a commander victory. However since the latest patch it has become much cheaper but at the cost of losing its perfect accuracy, although it will still hit within its blast radius of the target. While still extremely accurate and still the biggest gun in the game it may take a while longer to end the game with it than before. The Mavor does not possess as much HP as the other experimentals, so it is important to protect during and after construction, preferably with multiple Heavy Shield Generators and T3 SAM Turrets as Strategic Bombers are usually considered the biggest threat. There is also a known issue with the Mavor in which the Mavor will just extend the barrel and not move the turret unless a point on the ground is targeted.

General

A Diagram Showing All interactions of the Adjacency Bonus

To have and adjacency bonus, there must be two structures placed next to each other; one giving the bonus and one receiving it.

  • Any structure which produces a resource is a bonus giver.
  • Any structure consuming a resource is a bonus receiver, including other bonus givers (upgrading mass extractors)
  • Additionally, Storages are bonus givers to resource producing buildings.
  • Doubling the number of adjacent bonus givers next to a structure doubles the adjacency bonus on that structure.

The Bonus amount is dependent on the number of bonus givers which can fit around a bonus receiver. (minimum:4 maximum:16)
This means that the larger a bonus receiver the more bonus givers must be next to it to give the same bonus.
Examples:

  • A factory surrounded by 16 T1 power generators receives the same discount as a radar surrounded by 4 T1 power generators.
  • A mass extractor surrounded by 4 storages receives the same percentage production bonus as a T3 mass fabricator surrounded by 12 mass storages.

Other[]

Brackman Hack Peg Launcher

The Brackman Hack Peg Launcher is a Megalith mounted weapon used only once during the Forged Alliance campaign, when Brackman destroys the QAI structure. It can not be used again after the cutscene, and is only avaliable on a trigger.

The Brackman Hack Peg Launcher is used only by a specially modified Megalith Experimental Megabot in the 5th Forged Alliance mission.

EMP

EMPs (an abbreviation for Electro Magnetic Pulse) will short-circuit units and temporarily disable them. This is usually only a secondary (but nonetheless useful) effect of the unit’s weapon or its death. However, they cannot affect command units or experimentals except when delivered as part of a death effect such as that of the Loyalist.

The Cybran weapons with EMP effects are:

  • The EMP Grenade Launcher of the Medusa T1 Mobile Light Artillery
  • The Disintegrator Pulse Laser of the Dragon FlyT2 air transport
  • The Death weapon of the Loyalist T3 Siege Assault Bot
  • The EMP Flux Warhead of the Plan B T3 Strategic Missile Submarine and the Liberator T3 Strategic Missile Launcher

Countermeasures[]

A Command Class carrier with its Zapper Anti Missile visible. (Green Orb)

Anti-Torpedo Flare

The Anti-Torpedo Flare is a soft-kill defense that deploys to divert incoming torpedoes.

It is used by the Barracuda T2 Submarine Killer, the CI:18 Mermaid T2 Counter-Intelligence Boat, The Brick T3 Armored Assault Bot and the Megalith Experimental Megabot.

Stealth/Cloaking

Due to the nature of their strategies, the Cybrans excel and employ stealth and counter-intel technology, and are the only faction utilizing cloaking technology, barring the Seraphim T1 Light Assault Bot/Scout(Selen).

As such, they are the only ones that have mobile stealth generatorsl; Having both a land and naval variant. The Cybran Armoured Commander Unit also has the option to mount a cloaking generator, which renders it invisible to radar AND line of sight, making it nearly invincible. This, combined with the microwave laser upgrade, makes the Cybran ACU a terrorizing entity on the battlefield; Keep in mind that stealth and cloaking technology are negated by Omni Sensors. Spy planes, other ACUs and SCUs, T3 Radar stations, and the Galactic Colossus; All can be equipped with Omni Sensors. Always make sure you know which units you know have Omni Sensors, or you could be making your ACU a Suicide Bomber.

Zapper Anti Missile

The Zapper Anti Missile is a powerful hard-kill tactical missile defense because of its ability to rapidly consistently shoot down missiles. However, it has a comparatively low ROF and can be easily overwhelmed by a large volume of missiles.

The Zapper Anti Missile is used by the Zapper T2 Tactical Missile Defense, the Siren Class T2 Cruiser, the Command Class T3 Aircraft Carrier, and the Galaxy Class T3 Battleship.

Introduction

Supreme Commander is extensible by mods, which can alter the whole gameplay (like PhantomX for example), change the balance of units, display information to the user or make the user automatically do things like renaming units or send messages to his allies when he starts upgrading.
This is a page for you to get a basic idea of modding FA.

See also Tips for Modding Efficiently.

What we need

  • The Supcom FA installation files
  • A texteditor, preferably one with syntax highlighting. Notepad++ or Sublime do fine, a full IDE like IntelliJ with a LUA plugin is fine aswell
  • Basic LUA knowledge

Basic information

  • Supcom FA is using LUA
  • Mods are usually stored in C:\Users\%USERNAME%\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods
  • Every mod needs a mod_info.lua file in its folder, containing infos such as Name, Description, UID etc.
  • Mods usually have a hook folder (usually /hook, can be configured to have another path in the mod_info) which contains all files that the user is hooking to (overwriting or adding code)
  • There is a SIM and a UI mod category. Sim mods affect everybody and usually alter the gameplay, so as example PhantomX and any balancemod is a sim mod. UI mods don’t affect other players (directly), as example notify is messaging them about your upgrade, but it’s not altering their game
  • The game files (.scd) aswell as the FAF mod files (.nx2, …) are all just renamed .zip files. You can copy them somewhere to work with, rename their extension and unzip them to see their content.
  • You can use the default hotkey F9 to open the live LOG in your game, and use LOG(text), SPEW(text) or WARN(text) in your code to print to it

Differences to default LUA

There are some things different to default LUA:

  • The # sign is used to comment in FA, the #mytable operation to get its length is not possible, you can use table.getn(mytable) instead
  • it’s not necessary but still possible to use «for i, v in ipairs(mytable) do», «for i, v in mytable do» works aswell

Sim and UI

Basic communication.

Basically, this game is divided in two interacting components, Sim and UI. Both are moddable, here is some info:

  • The Sim (simulation) of the game happens for every player and is deterministic, so the same input will always yield the same result, that is why the players in a multiplayer game usually do not desync. Many mods introduce changes that affect all players equally, every balance change does this.
  • The UI (user interface) component only has a part of the information that the Sim side is calculating. For example which units the user has, their health and vet points, and what they are ordered to. Orders about your opponent’s units are also calculated on your PC, in the Sim, but your UI has no info about it. The UI also displays these infos, resulting for example in the ecopanel or the scoreboard.

Both sides are interacting, to keep the user updated about what’s happening to his (and his allies’) units, and to inform the Sim about what orders the user issued.
This is done via two files:

  • SimCallbacks.lua is used by UI operations to inform the Sim about something it should know (commands, pings, …)
  • UserSync.lua is used by the Sim to inform the UI about something it should know (eco, unit info, pings from teammates, …)

Seraphim

The other ‘Beginner’ faction, the Seraphim generally make up for their lack of unique units with extremely powerful all-rounders. Who needs a specialist shield killer when you can just blow the front door down?

Description

  • ACU — Good HP, fearsome TML upgrade, and access to dual-RAS, dual-repair, a restoration field for your units, or dual-gun upgrades, this is a very powerful ACU.
  • SACU — Overcharge and shield upgrades make this one of the strongest combatants of any type in the entire game, but it’s highly micro dependant. Also has teleporter access. Has no RAS.

Tech 1

  • Land:

    • Combat Scout — While standing still, this unit is stealthed and cloaked, meaning it’s undetectable except by omni sensors. This can be used to provide reliable intel, or if standing on a mass spot will prevent engineers from building upon it. This unit takes the Seraphim’s LAB spot as well as scout.
    • Floating Artillery Costs more than other T1 mobile artillery, but it’s amphibious, has a nice firing cycle, and does very good damage.
  • Air:

    • Bomber — The best T1 bomber.
    • Transport — The best T1 transport. Can carry up to 8 T1 or 4 T2 units.
  • Naval:

    Submarine — Worst subs, since it can lose in 1v1 against other subs. The only T1 submarine with torpedo defence.

Tech 2

  • Buildings:

    • Point Defense — Uses a laser so it never misses or wastes any DPS, making it the best anti-T1 T2 point defence, but the low profile means it can be blocked by uneven terrain.
    • Torpedo Launcher — The only torpedo launcher with torpedo defense, it has also lower HP.
    • Static Shield — Best shields in the game, expensive, but the biggest and the strongest
    • Sonar — Best T2 sonar, since they don’t have T3 sonar.
    • Seraphim has no Engineering Stations
  • Land:

    • Assault Bot — Slow, but it has a great firing cycle for killing T1 and T2, plenty of HP, and kicks out a tonne of damage. best T2 land unit. Consider as a T2.5.
    • Hover Tank — Very fast hover tank with frontloaded firing cycle and good HP.
    • Floating AA Flak — Amphibious so it can support your navy.
  • Air:

    • Torpedo Bomber — Worst torpedo bomber. Only T2 torpedo bomber that can be countered by torpedo defence. Drop far from the boat, can result in hitting the ground.
    • Transport — The best T2 transport of all factions. Can carry 16 T1 units or 8 T2 units or 4 T3 units.
    • Fighter Bomber — Does good damage, but is easily dodgeable. Good against buildings. Not great fighter.
  • Naval:

    • Destroyer — Not only does this fire lasers which never miss and never waste any damage, but the unit can be submerged to become invulnerable to surface fire. Best destroyer with micro. Poor at killing bases, since the lasers hit the terrain a lot.
    • Cruiser — Flak AA and the cruise missiles can be fired individually with good micro to kill very efficiently. Less effective against tmd.

Tech 3

  • Buildings:

    • Static Shield — Best shields in the game, expensive, but the biggest and the strongest.
    • Seraphim has no T3 sonar.
  • Land:

    • Tanks — Has trouble with uneven terrain and is generally outclassed by the Siege bots, but has the highest DPS of any T3 Land once you get it fully in range, and is brilliant in a well-mixed army.
    • Mobile Shield — Only T3 mobile shield, it’s big, it’s strong, and it hovers so it’s amphibious too.
    • Sniper Bots — Inaccurate while moving. Manual toggle between normal and sniper modes, with sniper mode firing higher damage shots at longer range, but less frequently. Good with T3 mobile shield to protect them from bombers.
  • Naval:

    • Submarine Hunter — The only T3 combat submarine, it’s fast, it’s got ridiculous torpedoes, and it has astonishing AA weapons when surfaced.
    • Battleship — Solid all-around battleship, but also doubles as a mobile nuke platform instead of a nuke sub.

Tech 4 – Experimental

  • Ythotha Assault Bot — Great against groups of units with a high splash damage ‘Ball of doom’ cannon. When destroyed releases a highly destructive orb of lightning energy that attack any unit or structure nearby for 30 seconds.
  • Ahwassa Bomber — Absurdly powerful bomber, it’s vulnerable to interception but if this thing drops, you can assume the target died.
  • Nuke Launcher — Hyper-expensive game-ender class mega-nuke. Each missile takes two anti-nuke missiles to defend it, the nukes load faster, they do more damage and they have a frankly ridiculous AOE.

United Earth Federation[]

UEF units often have more HP, an attribute which makes them hardier than unit equivalents of other factions. The UEF ACU has 12000 HP, while the Seraphim ACU has 11500 HP, the Aeon ACU has 11000 HP, and the Cybran ACU has 10000. The same is true of nearly every other category of unit. In Forged Alliance it is said that UEF have the strongest Tech 1 units, and from the stats it’s obvious to see the light assault bot: Mech Marine is superior. The T1 mobile light artillery: Lobo can also easily be said to be the strongest T1 artillery. Their T1 Tank: Striker is more arguable, however it does have 300 HP, as much as 50% higher than others.

The UEF tends to be the jack of all trades, master of none. They have good units in all areas, but tend not to excel in one area or at one special thing (Such as Cybran’s Hoplites and Stealth combo). The only exception to this is that the UEF have, as said before, the hardest armor of any faction.

Weapons

UEF forces have some of the best weapons ranging from machine guns and direct-fire gauss shells to antimatter artillery shells. Sometimes it depends how to use them as some of those weapons tend to have a somewhat slow turning rate.

Unique units

The UEF is the only faction that has a tech 3 transport, which is equipped with a shield and plasma weapons and are also the only faction to sport a T3 Battlecruiser, a dedicated anti-surface vessel with a shorter range than a battleship. Their experimental units are unique: the mobile factory: Fatboy, the submersible carrier: Atlantis, the orbital satellite weapon: Novax Center and the strategic artillery: Mavor. Because the UEF has an experimental carrier, it does not have a tech 3 carrier.

Forged Alliance gifted UEF with 10 units, most of which were unique (although some were given equivalents to other factions). Their new, completely unique units are the Novax Center, T3 Heavy Air Transport: Continental, T2 field engineer: Sparky, mobile missile platform: Spearhead, T2 torpedo boat: Cooper, T2 Shield Boat: Bulwark, T3 battlecruiser: Neptune Class, and T3 point defense: Ravager.

The UEF is considered to have the best and worst in terms of experimental units in both Supreme Commanders, being generally more fragile than those of other factions but much more effective if used correctly, particularly the Fatboy and Atlantis.

Production Bonus

Any structure which produces a resource, when placed next to a storage of that resource, will produce a bonus percentage of that resource. This is most commonly seen when mass extractor are surrounded by storages to increase their mass income.

  • Bonus is 12,5% per fully surrounded side by storages.

Mass

Buildings which are affected by mass storages
Mass Producing Structures Production Bonus for one storage Production Bonus for all storages Comments
T1 Mass Extractor +0.25 +1 Not very useful. Also not obvious due to how the game rounds the displayed values, same for t2 fabricators.
T2 Mass Extractor +0.75 +3 Useful.
T3 Mass Extractor +2.25 +9 Very Useful.
T2 Mass Fabricator +0.125 +0.5 Not Very Useful, unless the storages are next to an extractor.
T3 Mass Fabricator +0.48 +5.76 Not Very Useful — better to place near t3 Pgens, same for t2 mass fabs.

Energy

Buildings which are affected by Energy storages
Energy Producing Structures Production Bonus for one storage Production Bonus for all storages Comments
T1 Power Generator +2.5 +10 Almost useless due to the explosion when the storage dies.
T1 Hydrocarbon Power Plant +4 +50 Almost useless due to the explosion when the storage dies.
T2 Power Generator +27.78 +250 Almost useless due to the explosion when the storage dies.
T3 Power Generator +78.125 +1250 Almost useless due to the explosion when the storage dies.

Note: Adjacency Bonus should be used well-considered. Players with little experience tend to surround hydrocarbon power plants with energy storages to get 50% more energy, or similar things. The bonus you want to have, can quickly turn into an economic disadvantage if you try to profit that way. Keep in mind the costs of 12 energy storages which amount to 14400 energy and 3000 mass. It would take 5 minutes until you profit from the energy bonus. The mass covers about the costs of a T3 power generator which would produce 2500 energy instead of 50.

Доктрина[]

Юниты ОФЗ спроектированы так чтобы напоминать внешне танки и авиацию древности. Они полагаются на прочность брони в ущерб скорости и огневой мощи. Кроме того они иногда дополнены отключаемыми способностями типа создания дополнительных целей на «Грозе» или щита «Титана». В результате юниты ОФЗ лучше держаться в бою, но наносят меньший урон, чем юниты Эон. Кроме того, башенки орудий имеют меньший обзор, чем аналогичные устройства у их аналогов и потому юниты ОФЗ медленнее реагируют в бою. Противоположно Эон, юниты ОФЗ созданы как более функциональные, чем эстетические. ОФЗ имеет некоторые лучшие и некоторые худшие эксперименталии.

Sneaky strategy[]

Occasionally, if your opponent doesn’t scout, you can fool them into thinking that there is a walled point defense structure in a position that he hasn’t scouted yet but has radar coverage for. This is because any unidentified land structure appears the same to radar. The reason this can work is because the nine-block pattern of a walled point defense is easily recognizable, and therefore possible to fake for minimal protection. However, these fake point defenses will likely result in your opponent bringing artillery to bear on the position, so don’t expect it to hold for long. It is more of a deception and distraction tactic than anything.

Doing this multiple times on the same map might also lure your opponent units onto real point defenses, only to realize too late that this one was real.

Land forces[]

Cybran Land forces are often considered the weakest of all the land forces in a direct confrontation.

It’s their secondary abilities which will augment a Cybran commander the most though. Mantis’ have engineering suites, allowing them to both defend early exploring engineers as well as assist them in construction. The Sky Slammer utilizes nanodart missiles, which while slower than other AA, is copiously more effective due to the fact that it will ALWAYS hit air units within its range. Sky Slammers can also be modified at will to shoot at ground units, turning them into impromptu siege weapons.

In T2, Cybrans gain the advantage of the Rocket Bot, as well as the ever-useful Deceiver. The Hoplite isn’t just useful due to its extended range and ever-present Cybran AOE rockets, but also it only fills a single slot on a transport. This makes Hoplites excellent hot-drop units, as well as good defenders for engineers. The Deceiver is a hallmark unit of the Cybran, capable of providing a stealth field to surrounding units. It may not sound all that useful at first, but it can be rather annoying to be uninformed of an army of Hoplites being dropped in behind your base. The Deceiver also works while hooked onto a transport, making it one of the most useful units in the Cybran arsenal.

Evaluator Kael[]

Kael (full name unknown) leads the Order of the Illuminate and is allied to the Seraphim faction.

Although Kael had hoped to become a Lady-in-Waiting, and thus join the pool of women from which the next Princess would be selected, her family forced her into the priesthood; she eventually became a member of a secretive organization known as the Order of the Illuminate.

Cold and aloof, Kael made few friends, but performed her duties with extreme efficiency and was particularly adept at maneuvering her way through the Order’s political maze. Eventually, she was selected as a permanent member of the Order’s Governing Council.

During the final stages of the Infinite War, QAI put the Order in touch with the Seraphim. It was at this stage when Kael laid the groundwork for what was to follow. Within days of the Seraphim invasion, she seized control, executed her political enemies and renamed the Aeon Illuminate the Order of the Illuminate.

Kael rules the Order with an iron fist and has labeled Rhiza and any other Aeon that remain loyal to the Princess as heretics that must be cleansed. Her paranoia is absolute, and Kael will kill anyone who draws suspicion to themselves, regardless of the circumstances.

When the rest of humanity is cleansed, Kael fully expects the Seraphim to support her as the defacto leader of any remaining humans. This illusion is shattered in the final moments of the war against the Seraphim, however, as they ridicule her attempts to command them and kill the resurgent Burke. What became of Kael after the war is unknown.

Avatar-of-War Jaran Marxon[]

Although Jaran Marxon is one of the most feared men in the galaxy, his face is almost unknown outside of Aeon territories. However, his deeds in the service of the Illuminate are infamous. He is utterly ruthless, and when launching assaults on planets he spares no one, even civilians.

Though he originally studied to be a priest, it was quickly recognized that Marxon was a natural leader and possessed a fearsome will. These abilities caught the eye of the military and Marxon was commanding an ACU within two years, a record without equal.

Marxon earned victory after victory and it was only natural that he would become the Avatar-of-War, the highest military rank in the Illuminate. As fearsome in the conference room as he is on the battlefield, Marxon enjoys the unwavering loyalty of scores of Commanders. Some criticize his methods, but no one doubts his effectiveness. There is a reason Marxon’s face is almost unknown—it is because almost no one has survived long enough to transmit it.

His ultimate fate is unknown. In the UEF ending of Supreme Commander, he appears to have perished when the planet on which he resided was destroyed by Black Sun. However in the Aeon ending it is the Princess’s champion (the player) who kills Marxon. In the Cybran ending he is only seen cursing Dr. Brackman for the Quantum Gates overloading and self-destructing; what became of him in this ending is similarly unknown.

Cybran Nation[]

The Cybran Nation’s units are the least expensive to construct compared to the other factions’ and they have the lowest HP. Their advantages lie in technologies that disrupt enemies. For instance, they have assault bots at tech 1 to disrupt an enemy’s early expansion, their tech 3 aircraft have integrated stealth technology, when their Siege Assault Bots are destroyed their cores detonate powerfully releasing an EMP burst that disrupts enemy units, and they have the only mobile stealth field system. This even extends to their experimental units: The Monkeylord is the only experimental unit with a stealth capability. These attributes give the Cybran Nation a wide array of .

Weapons

Cybran forces use direct fire laser weapons and proton cannons with a very high ROF but low DPS, as well as AA and Anti-Sea Nanite Missiles and Torpedoes, AA Nanite Darts, as well as a collection of high explosive shells for indirect fire weapons.

Some of their units’ weapons have extra effects/abilities beside dealing damage. Such as that the T1 Medusa (and other units) have a EMP effect which temporarily stuns, T2 Renegade deals AOE damage, T2 Siren anti-air missile weapons can be reconfigured to target land, etc.

Unique units

The Cybrans are the only faction with a tech 1 assault bots, which often gives them an advantage during early expansion because they can assist in building. They have the Deceiver, the only mobile unit able to project a stealth field. This comes at the cost of the mobile shield generator. Other unique units include T2 Mobile Bomb: Fire Beetle, T1 Light Gunship: Jester, T2 Counter-Intelligence Boat: CI:18 Mermaid, T3 Perimeter Monitoring System: Soothsayer, and T3 Torpedo Ambushing System: HARMS. Their experimental units are unique: the spiderbot: Monkeylord, the gunship: Soul Ripper, the rapid fire artillery: Scathis, and the megabot: The Megalith. Although the Cybrans don’t have a T3 heavy shield generator, their tech 2 shield generator can be instead upgraded four further times until it reaches an equivalent reach of a tech 3 generator, but is much weaker.

Hindering enemy movement[]

This is the core function of the wall. The idea is to use the wall for one of two strategic advantages: ‘funnelling’ larger troop formations through small spaces in a large wall with a larger defensive force on one side of the wall, or preventing short-range units from closing in on longer range units. Often these strategies are used in tandem with point defense or with area of effect weaponry such as artillery. A wall’s bottleneck will maximize artillery AOE damage by forcing the clustering of enemy units whilst ALSO preventing shorter range units from being able to engage the longer range artillery.

EMP effect will cause enemy units to actually contribute to the bottleneck, such as Cybran T1 mobile artillery and T3 Loyalists in a wall-bottleneck scenario, further hampering their attempt to cross the wall. Don’t expect it to hold for long though.

Walls are also sometimes used in conjunction with shields. Shields provide good defense against fire unless enemy units get within its radius; a line of wall segments can be built following the curve of the shield to prevent enemies getting too close. This tactic works very well because then no units can easily get inside the shields and defeat the generator. However, this can be defeated by T3 mobile heavy artillery.

Destroying walls[]

One of the things that render walls tougher than they are is that units do not fire at them by default. This means that to destroy a wall, the player must manually tell the unit to destroy each and every wall segment, requiring the player to invest attention to the wall. Furthermore, walls have a massive amount of health (4000, per segment), so you are usually better off finding another way around the wall than through direct fire. Even if you destroy just 1 segment, the hole will still be too small for maneuvering an army.

Since walls are cheap, the most effective way to destroy one is to reclaim it. An engineer, SCU or ACU can reclaim a wall. Also, a very few combat units like the Harbinger have an engineering suite that allows them to reclaim walls. Once the unit is in range, the reclamation is nearly instant. If carefully micromanaged, a group of such units can punch a hole in a wall very quickly.

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