Tower Dominion

Tower Dominion

72 ratings
Improved (free) Codex and etc.
By ♥♥♥♥ S-T-3-𝞐_𝑀
Since you stupidly can't see anything in a match.... you can have this up in another window or your phone or whatever. You also can't see upgrades or anything from codex ¯\_(ツ)_/¯
Comment, award and like to motivate my lazy ass to keep working on this.

Got image of some commander or some ♥♥♥♥ I don't got and whatever you are more then welcome to state it/post it/upload image

Codex does not for buildings
-show layout
-show tier
-show upgrades
-show tips
-possibly humorous for you sardonic remarks
9
5
5
2
2
   
Award
Favorite
Favorited
Unfavorite
Misc/tips Highly recommend reading it
this ♥♥♥♥ is a work in progress. 10+ hours. Formatting pissin me off and the absurd amount of line/spaces I need to make it not look like overlapping, not lined up ♥♥♥♥.
Might be some spelling mistakes either from me or the game as I copy verbatim from what I see at time of posting
edit: apparently you can see upgrade stuff (unlocks etc) in the 7$ official guide >-> if you wanna help out a lot then you can gift it to me to help me do this all




Foremost this game is about luck and good rolls. Those two things will always without fail trump over any alleged "skills" this game doesn't need to be beaten
-Buildings change color by faction Light Blue, Red, Light Green
-Battlefront is entrance to HQ so all you need to know is difficulty=amount you got 1=1 2=2 etc Alright got it now. If you got four entrances, the moment a path connects one to another at some point you lose one battlefront... it is dumb IMO. If you play difficulty 4, connect all pathways at some point where a enemy can access any of the four HQ entrances... then you are down to one battlefront.
-The Endless mode is unlocked after beating difficulty 4
After unlocking endless mode you have the option to continue on endless in any difficulty but there is a stupid high spike a few waves into endless
*important edit aight it is for fact flat out impossible to get far in endless. Gets kindy ranty maybe so you I dunno can skip it. This is difficulty one so only one entrance. After a point a enemy does ♥♥♥♥♥♥♥ THOUSANDS of damage. They will bust your ♥♥♥♥ and crack down hard like Disney and Nintendo to someone trying to intentionally plagiarize both of them

Edited the game and froze resources. Everything maxed out and a entirely impossible amount of HQ HP to get in proper gameplay. Screenshot is a halfsecond before I lost the HQ

So another issue aside from the complete ♥♥♥♥♥♥♥♥ scaling. Tried several time and this is farthest I have ever gotten. Found hack/trainer to drop buildings without using up the BP. I am sure it is legit impossible without the best cleavage commander in game. With enough dupes of her exclusive building you can have the slow stun damage thing that ends up tickling at best >-> It is the last upgrade giving range to everything every ten seconds that is important. Can get everything on the map to shoot the same enemies anywhere

https://www.youtube.com/watch?v=YZzJ4shRJUw
Doing this several times I've learned a lot of stuff is flat out worthless later. (Not saying stuff is worthless early on I mean particularly over the ♥♥♥♥♥♥♥♥ spike that stops you like a cinder-block to the face.) Like light mortar on corners. Designs like a spiral or just only zigzaggy nothing but corner routes leading away from HQ. A long straight is the only way. Spamming units is a MUST cause it pushes stuff away from HQ and can hit the "detection" enemies that WILL ♥♥♥♥ YOU UP since Bastions/Scout Towers can NOT keep up. The spam will also help with enemy dropping right in front of HQ only 3 tiles away. Grenadiers won't work they come out in a stream. Tank are only way. Come out in clumps and you just increase health. Health does more then having more weapons. Explosives are mandatory as the enemies will spawn in huge clumps. Single target weapons becomes worthless. Puma becomes worthless and only Retribution should be used.
Going insane HQ HP mandatory so IF something gets through the you can take a several THOUSAND hit so gotta do madator around HQ and have to roll several HQ hp doctrines (ESPECIALLY +100 hq hp when placing building)..... lastly... well.... you can see how it goes in the video (also placing down every single platform takes a LOOONG ♥♥♥♥♥♥♥ time)






-Q E to rotate the camera
-If you place down a building and do not upgrade it (in the break period) you can cancel its placement (minor exceptions)
-If you place down anything while being attacked you will not have option to cancel placement
-The tech you start with are pretty much for all intents the only tech you will have the entire match. Spend it wisely. Best used for more supply production as you can't buy anything without supply. You can unlock a doctrine that will give you tech but only if it comes up as a option in the run... so don't bet on it
-Every entrance to HQ must be accessible










-Always build away from HQ as flying units will make a mockery of your lanes
-not really all to helpful but clicking on a tower, the top right the numbers are how much damage that tower has done












-There is ♥♥♥♥ all info on what units do or what they might do. Like does the "Field Medic" heal? boost atk? who knows....
Ok so apparently nothing they do ♥♥♥♥ all but boost HP. Dev qoute "Each officer, chaplain, field medic, ect, what they do is explain in the upgrade. They all do the same thing: they increase infantry HP. (It's a bugler! A person who plays the bugle) "
-"Vehicle: Tanks and Beryt
Infantry: Everything (except tanks)(Beryt being a Commander he counts both as Infantry and Vehicle)"
-- If inside description but is inside () and in italics I wrote it personally

-not sure on this one but seems like the higher difficulties give better chances for higher tier bp/doctrines


-There is only one way to stop lanes from extending and that is by shutting them off like this
All further tiles will just be full land tiles without lanes



Detection
Detection "Can fire on Camouflaged units" detection means only units with it can fire at the two camo enemies Deviscor and Lecos. Without it they just say ♥♥♥♥ you and skip right into the HQ and bend you over backward.
-Troops (Infantry+Vehicles)
-Barriers and Plasma Fences hurt them and any ground unit trying to get through.

Any tower combined with,
- Medium mortar: 250 Data Sharing: Adjacent buildings gain 15% Rate of Fire and Detection
- Air command: 350 Aerial Coordination: Adjacent buildings gain +15% Rate of Fire and Detection
Or
- Rampart silo missile (all towers gain Detection)
750 Target Acquisition H1: If adjacent to at least 7 all buildings gain Detection (dev confirms it is all buildings not just the adjacent one. Can also be seen top right under "active mods""
Iron Dragoons














































































200
200 Air Defense: All Anti-Air weapons gain +10% Damage against Air units. Gain 2 Puma Positions.
200 Agraft's Company: +25 Infantry HP. Gain 2 Imperial barracks.

250 Target Finder: +2 Range
1100 Omega Scanner: Agraft and adjacent buildings gain Detection and +100% Damage

3500 Custom Quad-Barrels: Replaces weapon with a Quad-Barrage, +400% Damage
300 Express Request: +50 Supply and 5 Recon production




















Lions of Ravelski







(Not good as less doctrine chances is just bad. Buildings come and go, but doctrines can massively help a lot more and appear less often as is by defualt.)



(You'll have to pick platforms when possible as his bonus is worthless without platforms. Relay can only be placed at level 3)

























































ACS Magel reskin











(Best cleavage in game)





50
50 recon Tap Molecular Core: Gain 500 Supply and 2 Tech (guessing it is actually also supposed to say scrap)
80 recon Repair Molecular Core: Emits a wave every 10 sec, damaging all foes

100 recon Scrap Deceleration Field: +50% HP and Damage all Troops
100 recon Repair Deceleration Field: Emits a wave every 10 sec, damaging and Slowing all foes

250 recon Scrap Warp Generator: Gain 1 Doctrine among 2, 3 times
250 recon Repair Warp Generator: Every 10 seconds, gives +1 Range to buildings until the end of wave








Pargan Assault Group








































"♥♥♥♥ the emperor! All hail the Machine God!" Jorg probably ¯\_(ツ)_/¯




Experimental Pulse Emitter
50 Autonomous Excavators: Charge systems cost 0
250 Energy Relay: Adjacent buildings gain 20% Damage
↓↓↓↓↓↓↓↓↓↓
200 Collective Experiment: Buildings adjacent to at least one Charge system gain 10% Rate of Fire
250 Early Data Analysis: Gain 1 Tech
↓↓↓↓↓↓↓↓↓↓
800 Focused Energy: +600% Damage. -75% Reload speed
800 Explosive Energy: +3 Targets per impact







"Gain 1 Charge system each wave"




















Most unique commander and even though it ain't much, by being able to move "Scarletts team" at any time she is technically the only commander where you can actively participate in the battle. Also tomboys in hot pants are the best, second only to goths.
Important noteFC makes no ♥♥♥♥♥♥ sense as it is spelling error but quoting dev on steam
Bartosaure-"The HQ takes less damage. (The HQ becomes harder to destroy)" So HQ takes 2% less damage each wave. This answer in response to question Sanglaine-"So does this mean the HQ takes 2% less damage per wave or you deal 2% less damage per wave or what? The wording is unclear."

























50 recon Omega Scanner: Buildings adjacent to Scarlett;s team gain Detection
50 recon Auto-Mappers: Captain Scarlett's team gains +50% Damage and +1 Range

125 recon Ammo Crate: Buildings adjacent to Scarlett's team gain +25% Damage
125 recon Camo Cloaks: Captain Scarlett's team gains 100% Damage while not adjacent to any building

250 recon Scarlett"s Tigers: Each wave, gain 1 of Scarlett's Tigers
250 recon Special Magazines: Captain Scarlett's team gains +100% Rate of Fire
Neutral Buildings

LEFT TO RIGHT
  • SUPPLY POINT: +40 SUPPLY PRODUCTION
  • AMMUNITION STORAGE: ALL BUILDINGS: +5% DAMAGE PER BATTLEFRONT
  • TECHNO AMPLIFIER: -50% UPGRADE COSTS FOR ADJACENT BUILDINGS
  • GRAVITY WELL: FOES IN A RANGE OF 3 ARE SLOWED
  • UNDERGROUND CAMP: +15 SUPPLY PRODUCTION PER ADJACENT BUILDING
  • INDUSTRIAL SITE: +50 SUPPLY PRODUCTION
  • LONG RANGE SCANNERS: +5 RECON PRODUCTION
  • COMMUNICATION RELAY: +10 RECON PRODUCTION
  • PROCESSOR SITE: ADJACENT BUILDINGS GAIN +2 RANGE AND +10% DAMAGE
  • PROTO-TURRET: 1 STRONG SHIELD-BREAK WEAPON
    STARTING SECOND ROW
  • DERIUM SPIRE: ALL BUILDINGS GAIN 5% DAMAGE AGAINST SHIELD, OR 20% IF ADJACENT
  • ORIO-SPECTRUM: ADJACENT BUILDINGS GAIN +50% DAMAGE AGAINST SHIELD AND AIR UNITS
  • STEEL FACTORY: HQ REPAIRS 15% EACH WAVE
  • ADVANCED STEEL FACTORY: HQ +50% HP
  • LOCAL UNDERGROUND: +10 DISCOVERY
  • OBULISCATOR: ALL BUILDINGS GAIN +10% DAMAGE AGAINST AIR UNITS
  • CLASSIFIED SITE: WHEN BUILDING ADJACENT TO THE CLASSIFIED SITE, GAIN 300 SUPPLY
  • MONO-DISSECTOR: ADJACENT BUILDINGS GAIN DETECTION AND +1 RANGE
  • DECI-AMPLIFIER: ADJACENT BUILDINGS GAIN +75% DAMAGE BUT THEIR UPGRADES COST 25% MORE

So turns out it really is ANY building. If the very rare instance one neutral building is next to another then they will become active
Buildings and their damn upgrades Tier 1
◼◼↓↓↓
formatting is a ♥♥♥♥♥♥♥ chore



◼ stars call

◼ 55 recon Scout Hideout



50 Platform (no upgrades and not for dancing) once placed it is there. No canceling, no selling











150 Barricade (Pargan Assault Group exclusive. Stealth/camo enemies will run into the barricades and thusly if say you lack detection but have barricades you can let them take care of the stealthed enemies)
100 Plasteel Frame: +75% HP
220 Underground Network: HQ +30% HP
↓↓↓↓↓↓↓↓↓↓
250 Reinforced Frame: +150% HP
30 Reusable Parts: Gain 10 Supply when destroyed
↓↓↓↓↓↓↓↓↓↓
1 tech Regimental Icon: When destroyed, all buildings gain 5% damage until the end of wave
350 Network Relay: Adjacent buildings gain +15% Rate of Fire




575 Bastion (comes without skins or macrotransaction but also can't transform into a tank. IME this does most to stealth units but as far as I can tell stupidly those are not prioritized for any tower)
100 Simple Design: +25% Reload speed. Double if at height 0.
200 High Ground Expertise: +10% Damage per height level
↓↓↓↓↓↓↓↓↓↓
300 Roof Snipers: Gain Detection. +3 Weapons (Eminus M4)
800 Roof-based Pulse Cannon: +1 Weapon (Pulse cannon, Strong shield break)
↓↓↓↓↓↓↓↓↓↓
850 Shooting floor: +12 Weapons (Protector M2)
750 Ammo storage: +50% Damage and reload speed.


350 Claymore Defense (no actual claymores involved. Only reason to use this is mainly for frag and pulse and the mandatory range upgrade otherwise it's pretty ♥♥♥♥)
350 Dual-Barrage LMG: +1 Weapon (Dual-barrage LMG)-Anti-Air
325 Multi-Pulse: +1 Weapon (Multi-pulse) - Shield-Break weapon
↓↓↓↓↓↓↓↓↓↓
350 Dual-Barrage LMG: +1 Weapon (Dual-barrage LMG)-Anti-Air
315 Frag Launcher: +1 Weapon (Frag Launcher) - efficient against packs of small foes
↓↓↓↓↓↓↓↓↓↓
600 Ammo Reserve: +30% Damage, Rate of Fire, Reload speed
90 recon Trajectory Analyzer: +2 Range

Advanced Puma Position: "25% more damage against Air units and 20% more damage than a regular one"





525 Durendal (not a legendary sword just a turret)
150 Long Barrel: +1 range, 2 if adjacent to a neutral building
175 Exposed Elements: +50% damage, but HQ HP reduced by 15%
↓↓↓↓↓↓↓↓↓↓
350 Heavy Payload: +20% Damage, +1 Target, +50% Explosion size
2 tech Flarium Shells: +150% Damage, +1 Target, - Range
↓↓↓↓↓↓↓↓↓↓
go ♥♥♥♥ yourself cause you aint buying dis 7200 Blessed Machine: +200% Damage, +2 Target, +75% Rate of Fire, +50% Reload Speed
1050 Kladen Cannon" +75% Damage, +2 target, +50% Explosion Size

Advanced Durendal Position: Has Detection and deals 20% more damage






300 Imperial Barrack (Iron Dragoons exclusive)
350 Gunholes: Many small weapons (Protector M2) spread around the building
300 Secondary Barrack: +2 Grenadier production (+3 if adjacent to a sturdy bunker)
↓↓↓↓↓↓↓↓↓↓
250 Support Team: HQ's HP and damage +10%. Double if adjacent to HQ.
280 Rangefinders: +1 range
↓↓↓↓↓↓↓↓↓↓
300 Heavy Vencedors: +2 weapons (Heavy Vencedor)
2 tech Space Carriers Support: +5 grenadier production

Advanced Imperial Barrack: increases Infantry HP by 30




100 Light Mortar Position
35 Improved Sights: +2 Range
60 Learning Machines: Each wave, gain 5% damage
↓↓↓↓↓↓↓↓↓↓
110 Shrapnel: Gain Detection. +50% Damage, +1 Target
90 Support Fire: Adjacent buildings gain 10% Damage
↓↓↓↓↓↓↓↓↓↓
280 Advanced Gear: +75% Damge, Rate of Fire and Reload speed. +1 Target
300 Piercing Rounds: +300% Damage





200 Mirador (Spanish: a type of lookout point)
150 Special reinforcement: Gain Detection. +1 Weapon (Defender M5) (Your main way of getting detection)
190 Underground Depot: +50% Damage and Rate of Fire. +1 Range, 2 if at height 0
↓↓↓↓↓↓↓↓↓↓
140 Logistic Reinforcement: +25% Reload speed. +1 Weapon (Defender M5)
1100 Long Barrels: +1 Range, +200% Damage (generally not worth the cost)
↓↓↓↓↓↓↓↓↓↓
325 Veteran Reinforcement: +50% Rate of Fire. +1 Weapon (Defender M5)
350 Close Support: If adjacent to HQ, HQ gains: +30% HP, +15% Damage, Repair 5% HP per wave (recommend at least two of these next to HQ)

Advanced Mirador: +1 Range and 20% more damage




150 Officers Quarters (start with it, no BP. Exclusive to Iron Dragoon)
250 Signal Operator: +8 recon production
75 Chaplain: Infantry HP increased by 15. 1 Chaplain per charge
↓↓↓↓↓↓↓↓↓↓
150 Superintendent: Gain 1 Blueprint among 3, 3 times
250 Field Medic: Field medic
↓↓↓↓↓↓↓↓↓↓
1100 Underground train: All HQ weapons: +50% Rate of Fire, +1 range. HQ gains 200% HP and repairs 15% HP per wave.
450 Company bugler: +40 Infantry HP. 1 Company bugler per charge





400 Puma not a tank or cat innate +15% Damage against air targets
225 general purpose: +25% damage
240 anti-air design: +50% Anti-air damage. Target priority decomes; Air units.
↓↓↓↓↓↓↓↓↓↓
80 recon Enhanced Targeting: +1 range
100 Hydraulic Recoil: +50% damage
↓↓↓↓↓↓↓↓↓↓
450 Quad-Barrage lmg: replaces the weapon with a stronger anti-air weapon
2 tech Paled-Augmentics: +3 range, +100% Damage

Advanced Puma: "deals 25% more damage against Air units and 20% more damage then a regular one"








200 Sturdy bunker
110 Reinforced Pivot:+50% rate of fire and reload speed
125 Short-range comlink: for each adjacent Sturdy Bunker: +50% damage and rate of fire
↓↓↓↓↓↓↓↓↓↓
150 Second heavy Vencedor: +1 weapon (heavy Vencedor) Target priority: Air units
300 Reaper cannon: Replaces current weapon with a strong single target cannon
↓↓↓↓↓↓↓↓↓↓
600 Solid foundation: +100% Damage, +50% rate of fire, +15% reload speed
1250 High ground expertise: 100% damage per height level


Advanced Sturdy Bunker: deals 40% more damage






300 Warwolf Position Rumor has it's called the WarWolf cause the machine god demands a crewmember sacrificed to a wolf fur suit for it to work
180 Easy Access: +30% Rate of Fire and Reload speed. Double if at height 0.
270 Heavy Shells: +75% Damage, +1 Range
↓↓↓↓↓↓↓↓↓↓
300 Shrapnel: +50% Explosion radius, +3 Targets
2 tech Cybernetic Loader: +100% Damage and Rate of Fire
↓↓↓↓↓↓↓↓↓↓
600 Warden Protocol: +100% Damage and +1 Range. Double if adjacent to HQ.
2000 Overcharged Ammunition: +300% Damage. Targets are Slowed
Tier 2
↓↓↓↓↓↓↓↓↓↓
frontline trench




300 Ammo Depot
(Those caught smoking nearby will be court martialed) Adjacent buildings gain 20% Damage and Rate of Fire
75 Defense in Depth 1: +1 Weapon (C2-Mine launcher)
150 Staging Area 2: Bonus increased by 5%
↓↓↓↓↓↓↓↓↓↓
85 Defense in Depth 2: +1 Weapon (C2-Mine launcher)
200 Staging Area 3: Bonus increased by 5%
↓↓↓↓↓↓↓↓↓↓
2 tech Shared Interpolations: Adjacent buildings gain +2 Range
360 Staging Area 4: Bonus increased by 10%



270 Decimation Position (Really bad. It is impossible to make full use of it ever)
220 Left Frag Launcher: +1 Weapon (Frag Launcher) - Anti-Swarm weapon
450 Precision-Guided Munitions: +200% Damage. +2 Range if adjacent to a Light Mortar.
↓↓↓↓↓↓↓↓↓↓
220 Right Frag Launcher: +1 Weapon (Frag Launcher) - Anti-Swarm weapon
390 High-Grade Explosives: +50% Damage, +20% Reload speed
↓↓↓↓↓↓↓↓↓↓
85 recon Enhanced Targeting: Gain Detection. +3 Max Range. +1 Min Range
600 Mortar Fire Control System: All Light mortar position gain +2 Range and +25% Damage



400 Medium Mortar Position
(has to be at level zero and also has awkward firing range so it is also pretty ♥♥♥♥)
130 Heavy Propellant Rings: +2 Max Range. +50% Damage.
90 Short Fuses: +2 Min Range
↓↓↓↓↓↓↓↓↓↓
180 Data Collection: +10% Damage and Rate of Fire per adjacent building
250 Data Sharing: Adjacent buildings gain 15% Rate of Fire and Detection
↓↓↓↓↓↓↓↓↓↓
550 Deltaware Upgrade: +4 Target, +50% Damage, +25% Reload speed, +50% Explosion size
2 tech Lateral Pivot System: +8 Range, +200% Damage and Rate of Fire




700 Joint Operations (Exclusive to Pargan Assault Group )
200 recon Veteran Squads: Assualt teams gain +50% Damage, +1 Range
150 Aerial Reconnaissance: +5 Recon production
↓↓↓↓↓↓↓↓↓↓
100 Wing-Mounted Barrage: 2 small caliber weapons
150 Wing-Mounted Python: 1 Single target strong weapon
↓↓↓↓↓↓↓↓↓↓
300 Weapon Specialist: Adds one soldier armed with an S3 Pulse rifle
600 Gloryseeker Missile-Launcher: Removes 1 Storm Rifle and adds two soldiers armed with a Gloryseeker Missile-launcher




1200 Omega Emitter
200 Focused Fire: +20% Damage
450 Optimized Coils: Adjacent buildings gain +20% Damage and their upgrades cost 20% less
↓↓↓↓↓↓↓↓↓↓
600 Experimental Wirings: +100% Damage. Hq suffers 1000 damage each wave.
600 Safe Wirings: +50% Damage
↓↓↓↓↓↓↓↓↓↓
3 tech Dual Lens: +100% Damage
750 Charging Cells: +50% Damage. Adjacent buildings gain +10% Damage and +1 Range per Battlefront




2500 Plasma Fence
350 Derived Connections: When the energy field is overloaded, adjacent buildings gain 15% Damage until the end of wave
800 Optimized Coils: +25% HP per Battlefront
↓↓↓↓↓↓↓↓↓↓
1 tech Energizing Counterfield: +10% Troops HP
2100 Perfect Coils: 100% HP
↓↓↓↓↓↓↓↓↓↓
2 tech Overcharged Network: When the energy field is overloaded, all buildings gain 5% Damage until the end of wave
2800 Unstable Field: +150% HP. When the energy field is overloaded, the HQ suffers 250 damage




900 Retribution Position
100 Interdiction Protocol: +50% Anti-air damage. Target priority becomes: Air units.
450 Barrage Protocol: +50 Damage
↓↓↓↓↓↓↓↓↓↓
550 Long Burners: +25% Damage. +2 Range per Battlefront.
1400 Large Rack (sadly not the best kind ( ͡° ͜ʖ ͡°)): +50% Damage. Racks contain 10 missiles instead of 6.
↓↓↓↓↓↓↓↓↓↓
2 tech Anti-Swarm Protocol: -50% Damage, +5 Targets, +100% Explosion radius, +50% Rate of Fire
2900 Forbidden Explosives: +300% Damage, +50% Explosion radius




850 Salamander Position
150 Blazing Flame: +25% Damage
40 recon Concentrated Flame: -2 Target, +50% Damage
↓↓↓↓↓↓↓↓↓↓
275 Target Painting: Adjacent Claymores and Pumas gain +2 Range
250 Energy Tap: +50% damage per adjacent building: those buildings get -75% rate of fire
↓↓↓↓↓↓↓↓↓↓
450 Heat Recycling: Adjacent buildings gain -1 Range, +20% Damage, -20% Costs
3 tech Sticky Flames: Targets are Slowed



1250 Sanction Cannon
35 recon Spotters: +20% Damage and Reload speed. Double if adjacent to a Mirador.
250 Pinning Fire: Targets are Slowed
↓↓↓↓↓↓↓↓↓↓
350 Piercing Shells: +25% Damage per Battlefront
100 recon Data Collection: +15% Damage and Rate of Fire per adjacent building
↓↓↓↓↓↓↓↓↓↓
1350 Sanctified Shells: Gain Detection. +200% Damage. +1 Target. +8 Range.
800 Flak Shells: +50% Damage. +25% Rate of Fire. Gains Anti-Air.
Tier 3
↓↓↓↓↓↓↓↓↓↓



Air command 1500 (Once placed it cannot be sold or have its placement canceled. Without long straight lanes it is worthless for damage and only good for upgrade choices)
550 Topographical Surveys: +15 Discovery
100 Aerial Reconnaissance: +10 Recon production
↓↓↓↓↓↓↓↓↓↓
5 tech Air Supply: +150 Supply production (Pretty bad deal for 5 tech)
300 Early Warnings: All buildings gain +10% Damage against Air units
↓↓↓↓↓↓↓↓↓↓
350 Aerial Coordination: Adjacent buildings gain +15% Rate of Fire and Detection (if space is there can build it just for this upgrade for the detection ♥♥♥♥♥♥♥♥)
1500 Second Command:Gain 1 Smoke signal


Bomber has detection so can hit "stealthed" enemies
it is really dumb but you can sell the smoke signal and there is no way to get it back



350 Division Relay
650 Linked Pulse Cannon: +1 Weapon (Pulse cannon, Strong Shield-Break.) Gain 1 Relay antenna.
1 tech Omni Relay: Gain 4 Relay antennas. Each antenna increases Supply production while placed at Height 3.
↓↓↓↓↓↓↓↓↓↓
600 Pulse Cannon: +1 Weapon (Pulse cannon, Strong Shield-Break)
350 Intel Command: +15 Recon production
↓↓↓↓↓↓↓↓↓↓
2 tech Intel Relay: Buildings gain +25% Rate of Fire per adjacent Relay antenna
300 Automated Analyzers: This building and adjacent buildings gain +15% Damage and Rate of Fire



















2200 Electric Arc Cannon
Shared Condenser: +1 Range if at height 0. Adjacent buildings gain +15% Damage
Weakening Arc: Targets are Slowed
↓↓↓↓↓↓↓↓↓↓
Ionized Charges: Adjacent buildings deal +30% Damage to Air units
Overheated Charges: Adjacent buildings deal +50% Damage to Air units. HQ suffers 500 damage each wave
↓↓↓↓↓↓↓↓↓↓
Paleotech Capacitor: +3 Range
High-Grade Capacitor: +2 Range




450 Mission Control
450 Support Collaboration: Higher-tier blueprints are 2% more likely to appear
350 Cooperative Strategy: For each building adjacent to this Mission control, all buildings gain +2% Damage
↓↓↓↓↓↓↓↓↓↓
5 tech Foreign Studies: +200 Supply and 5 Recon production. Double if adjacent to a Neutral buildings (best tech deal 400 supply and 10 recon)
375 Predictive Deployment: Reroll costs -5 Recon
(IF IF you can get 5 MC up and get PD on each and you get lucky and get the doctrine that gives supply on a reroll... You can constantly spam reroll for supply at no cost )
↓↓↓↓↓↓↓↓↓↓
50 recon Strategic Planning: Gain 1 Blueprint among 5, 2 times
1200 Area Denial Launcher: +1 Weapon (Area denial launcher)

"When placing this building, gain 1 Control extension" (You gain the damn thing even if canceling MC)


So technically to get the max possible out of this this would be considered the largest thing in the game for the amount of space you need









Which is essentially impossible. It can be done but you'd need two flat tiles or level out entire area with platforms













2000 Rampart Missile Silo
2500 High Capacity: Targets all entry points (instead of 4)
1000 Improved System: +25 Damage and Rate of Fire
↓↓↓↓↓↓↓↓↓↓
750 Target Acquisition H1: If adjacent to at least 7 all buildings gain Detection
400 Defensive Network: Sturdy bunkers gain +2 Range. Gain 2 Sturdy bunkers
(Don't seem to be capped. With enough DN you can get Sturdy Bunkers with absurd range)
↓↓↓↓↓↓↓↓↓↓
3500 Exitium Warhead: +10 targets, +50% Explosion size. Targets are slowed
6500 Victis Warhead: +300% Damage. +2 Targets. Detection.




800 Slovek Howitzer (Devs I know the cartoony stupid look is by design but the barrel MUST be longer to qualify as a "howitzer" on rails)
1 tech Target Acquisition X4: Every 5 seconds, increases damage by 25% and range by 1, until the end of wave
600 Shrapnel Load: +5 targets, +50% Explosion size
↓↓↓↓↓↓↓↓↓↓
75 recon Cluster Bombs: +25% damage. Targeting: Most HP. (if you can afford it go for this one)
1200 Heavy Loader: +75% damage. +20% Explosion size.
↓↓↓↓↓↓↓↓↓↓
2700 Triple Barrel: +300% Rate of Fire
2000: Long Barrel: +15 Range, +150% Damage (should be the default look)



1400 Super Heavy Pulse Defense
Solid Frame: +50% Rate of Fire, +70% if adjacent to an Ammo depot
Guided Charge: +5 Range
↓↓↓↓↓↓↓↓↓↓
Shattering Charge: Hits up to 3 targets behind the initial target
Shared Energy: Adjacent buildings dead +50%
↓↓↓↓↓↓↓↓↓↓
Underground Plant: +75% Damage, +1 Target per impact
Overloading Cells: +600 Damage, -75% Reload speed




125 Zone Command (annoyingly the most important damn building that rarely ever shows up when it is still ♥♥♥♥♥♥ useful)
150 Proximity Radar: +1 Range. +50% Damage
900 Requisition Ops 1: +80 Supply and 10 Recon production
↓↓↓↓↓↓↓↓↓↓
50 Heavy Vencedor: +1 Weapon (Heavy Vencedor)
300 recon Requisition Ops 2: +160 Supply production
↓↓↓↓↓↓↓↓↓↓
125 Reaper Cannon: +1 Weapon (Reaper Cannon)
4 tech Requisition Ops 3: +120 Supply production
How to unlock everything
User Ratta
https://gtm.steamproxy.vip/profiles/76561197976956462
https://gtm.steamproxy.vip/app/3226530/discussions/0/567001738550264643/
Made a very nice post explaining the convoluted way to unlock the advanced buildings, in a thread. To make it much easier for people to read it, I've taken and posted it here.





hey guys
let me try to explain how to get those unlocks, but u need to stick with me here, it is a bit complicated and unintuitive and the game does not explain this at all, and the in game hint is somewhat misleading.






























in order to unlock the advanced versions of the buildings that i marked in "fig1" u need to unlock the doctrins i marked in "fig2". in order to to unlock the doctrines in "fig2" u need to unlock AND activate the to the specific building corresponding expertise-doctrine, i marked all expertise doctrines in "fig3"
i pointed out the difference between the unlocking and the activation of the expertise-doctrines, because there is a major difference in how to do either of these things. the unlock u only need to do once, once the doctrine is unlocked u r able to activate it in any given game if u fulfill the activation requirement.

in order to unlock the expertise doctrines u need to stack the "costs"-doctrine to the corresponding building 3 times in a single game. (as i sayid u only need to do this once)

in order to activate the expertise-doctrine u need to stack the "efficiency"-doctrine 3 times and then roll the expertise doctrine from the deck, only after u stacked efficiency 3 times will the expertise doctrine be available in ur current deck in the game (this u need to do in every single game u want to have access to the expertise doctrines)

While you can unlock and activate the expertise doctrines in the same game, you cannot unlock and activate the expertise doctrine and unlock the doctrine for the advanced-buildings in the same game.

let me try to explain this further:
lets say u wanted to get the "advanced scout hideout" and u do not have the "scout hideout expertise"-doctrine yet.
u would need to start a game and in that game get "scout hideout costs" (-10% costs for the scout hideout) 3 times. in that same game u could also stack "scout hideout efficiency" 3 times and then u would be able to draw the "scout hideout expertise"-doctrine (+5 discovery) in that game. but this would not unlock the "advanced scout hideout" yet. in order to unlock the building u would need to play another game after the one u unlocked the "scout hideout expertise"-doctrine in, and stack another "scout hideout efficiency" 3 times and draw the "scout hideout expertise"-doctrine. and only after all that u would have unlocked the building.

after u unlocked the advanced buildings u have access to those buildings in any given game without any prequesite (besides the imperial barracks ofc that one u can only get if u play an iron dragons commander)

the costs and efficiency doctrines r only accessable after u put the corresponding building on the field in that game, so if ur hunting for a specific expertise doctrine u want to limit the diffrent buildings u play that game, because the more diffrent buildings that have cost and efficiency doctrines, the more u will water down ur deck (have more in this case unwanted doctrine options).

it is also noteworthy that the advanced versions of any building do not activate the effeciency and cost doctrines (i.e. if u have only 1 mirador on the field, and that one is the "advanced mirador) the mirador effeciency and cost doctrines will never show up, the only would if u put down the regular version of the mirador





Don't matter but if you want to needlessly unlock everything under Frontier Mode more then half are negative so you have to run Frontier with this





this is what all weapons look like
25 Comments
Detainee Pyramid 28 May @ 6:48am 
Where is the "Omega Emitter?"
Detainee Pyramid 28 May @ 5:52am 
Thank you sir. I love this game. I hate how many little things hold it back from being better.
♥♥♥♥ S-T-3-𝞐_𝑀  [author] 23 May @ 5:35pm 
@Curepotion do a spreadsheet but not in that grift called excel. Libreoffice or if you can't be bothered to install it for free use googledocs (but don't use googledocs for anything legitimately important or private ). Easier to look at and even color code

@Sasquepola I would entirely disagree on the numbers. Those are to high. 69 is best as it is only high number you can intentionally make easy innuendos with
Sasquepola 22 May @ 1:16pm 
Very nice guide. It would save a lot of my time if i wasn't such hard-headed and looked for tips early. But now, for 100% on my Codex, i only need 2 negative doctrines. I can't find anywhere what they are or how to get it. They aren't reaaaaally needed but 100% is such a beautiful number, a lot nicer than 99%, that i have to get them!

They are on the "Frontier Mode" part of the Codex, third row, 4th and 5th positions. Do you what they are and/or have any tips on how to get it?

Thx for the guide anyway ^^
♥♥♥♥ S-T-3-𝞐_𝑀  [author] 21 May @ 1:28pm 
@Celepito
As for this upcoming part, >_> kinda ranty lines Im bout to say can be ignored if the reader wants. A excsive reply to a simple short comment. Yeah know they got upgrades sorry (not actually) for not fillin them out. I am a lazy mopey fucker so havnt got round to it. Have to make sure it's correct so no changed costs. Didnt help that I was stuck in game until I said fuck it at 60. So couldnt look at actual proper prices. Formating it also annoys the shit out of me. Formting it for how it appears on my desktop and it looks almost like code with the [] bui hr and all that to keep track off. Alongside having to swap vewpoint, from writer, to annoyed gamer looking for answers. @darkstar's line was helpful in remindng the ease of use ctrl+F would be in a guide. I've spent more time writin this, copying verbatim, cropping screenshots and playing specificly to unlock everything and push as far as I can past that BS spik then just plyin forfun.
♥♥♥♥ S-T-3-𝞐_𝑀  [author] 21 May @ 1:22pm 
@Celepito Yes and I can't tell if the .5% damage increase works or not. But then again it is small and really hard to notice let alone test. But I think there is some cap as far as I can tell. Ran it just now on other screen. Clicked the ever lasting fuck out of reroll with my autoclick macro and ¯\_(ツ)_/¯ Built Mirador by itself and used cheatengine speedhack to slow the game down so I could tell what it being shot. It could be another case of shit description and it only... being? once every reroll? Have to get the dev to confirm it to be sure. The supplies part is easy to notice for sure and you get infinite supplies.
♥♥♥♥ S-T-3-𝞐_𝑀  [author] 21 May @ 1:05pm 
@Onikage If you watch the video you can see how stupid it gets. I never made HQ godmode or damage hacks only infinite resources and BPs. I have a top rig and shit broke and had to exit and restart everywave and etc. Never bothered going past 60 . It took over a fucking half hour! Just the one wave itself. I hit 1 FPS. Absurd! You are not meant to go far. One small bastard is one Final boss at Final wave 35. Losing 20000+ :BombSkill: easy to few that make it in, which is hard enough to reach in proper gameplay
Can confirm the absolutely insane damage spike. Have yet to get past Wave 40 in Endless legally (without a hack tool.) Used a hack tool to make HQ indestructible and hit another issue. Around wave 45, there's an absolutely huge spike in enemy numbers, and it just keeps getting worse if you somehow get past that point. By wave 50, the numbers are legit bogging the game, by 54 (the point where I noped out and forfeited) the frame rate has gone from 45-50 to 10-15 at BEST.
Celepito 17 May @ 10:13am 
Also, both the Light Mortar and the Plasma Fence have upgrades you can buy.
Celepito 17 May @ 10:12am 
Has someone ever gotten more than one (/two with Red) Mission Controls? Cause that would be an Exodia combo, with 5 MCs, supplies on reroll, and +.5% damage on reroll.