Act of Aggression

Act of Aggression

209 ratings
The Missing Manual
By Chubzdoomer and 1 collaborators
The manual that should've been included with Act of Aggression.
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Introduction


Welcome to Act of Aggression, an oldschool real-time strategy game from Eugen Systems in which three diverse factions--the US Army, Chimera, and Cartel--must build bases, gather resources, train units, and of course wage battle in an effort to reign supreme!

This guide will teach you everything you need to know about how to play the game and also serve as a reference to each faction's units and buildings.
Controls
You can customize some of these controls in the Controls section of the Options menu.

Camera Controls
Action
Keyboard/Mouse
Move up
W
Move down
S
Move left
A
Move right
D
Zoom in/out
Mouse wheel
Rotate
Hold Middle mouse button
Jump to minimap event
SPACEBAR
Satellite view
~

Selection Controls
Action
Keyboard/Mouse
Select unit
Left-click
Select multiple units
Left-click and drag box around desired units
Add unit to selection
SHIFT + Left-click
Add unit(s) to group
CTRL + 0-9
Select group
0-9
Select and jump to group
Double-tap 0-9

Unit Controls
Action
Keyboard/Mouse
Move to position
Right-click
Attack move
Q
Set formation
Right-click and drag
Homogenous movement modifier
Hold CTRL
Stop
E
Hold position
H
Fire on position
T
Smoke out position
B
Hold fire
F
Unload
U
Capture POW
C
Sieze building
I
Change resource drop-off location
Y
Change resource pick-up location
K
Auto-assign resource locations
|
Sell (tanker)
L
Queue orders
Hold SHIFT
Track cam
NUM DEL

Building Controls
Action
Keyboard/Mouse
Quick base selection
HOME
Rotate building (during placement)
Left-click and drag (or TAB)
Move building (before construction)
Hold left-click on silhouette
Cancel building (before construction)
Right-click silhouette
Set rally point
Select building and right-click
Sell
Select building and press L

Multiplayer Controls
Action
Keyboard/Mouse
Chat with allies
ENTER
Chat with everyone
SHIFT + ENTER
Attack flare
F1
Defend flare
F2
Help flare
F3
Custom flare
F4
User Interface

  1. Resource Panel
    Shows your available resources, including (from left to right) Dollars, Aluminium, Rare Earth Elements, Electricity, and Electricity Stock.

  2. Stockpile Meter
    Represents how much Aluminium (blue) and Rare Earth Elements (red) you've stockpiled and whether or not your stockpiles have room for more.

  3. Satellite View Button
    Click to enter or exit Satellite View, which grants you an even greater view of the battlefield.
    (NOTE: This button becomes unavailable if you run low on Electricity.)

  4. Flare Buttons (Multiplayer Only)
    Click once to select a flare, then click anywhere on the 3D view or minimap to place it. The four types of flares are, from left to right, Attack, Defend, Help, and Custom.
    (NOTE: Flares can only be seen by allies.)

  5. Minimap
    Shows the entire map, including terrain, resources, units, buildings, fog of war, and more.

  6. Control Group Panel
    Shows all of the control groups you've assigned. Click a button once to select that particular control group or twice to both select and jump to it.

  7. Unit/Building Information Panel
    Shows all of the information pertinent to the currently selected unit(s) or building, including name, hit points, weapons, occupants, and more.

  8. Unit/Building Action Panel
    Shows all of the available actions or upgrades that the currently selected unit(s) or building can perform.

  9. Aircraft Panel
    Shows all of your available aircraft. Click a button once to select that particular aircraft, then click anywhere on the 3D view or minimap to deploy it.
    (NOTE: You can queue up multiple aircraft for deployment by clicking a button(s) more than once.)

  10. Quick Base Access Button
    Click once to select your HQ or twice to both select and jump to it.

  11. Tactical Weapon Button
    Click once to select a tactical weapon, then click anywhere on the 3D view or minimap to launch it.
Constructing Buildings
Before you can train an army and decimate your opponent, you must first build a base. In Skirmish and Multiplayer games, you'll start with just an HQ and a single recon unit.

The base building process can best be broken down into three steps:
  1. Placement
  2. Payment
  3. Construction

Placement
First select your HQ, then click a technology level followed by the icon of the building you'd like to place in the Unit/Building Action Panel (see the User Interface section). Finally, place the building by positioning it in a valid location and clicking once more.

Although refineries can be placed almost anywhere on the map, most other building must be placed near another. This distance limitation is represented by a grid extending from pre-existing buildings. If the grid is visible when attempting to place a building, then at least one of the building's own grid spaces must overlap it in order to be placed.

Some buildings, like the US Army's LEM, the Chimera's Outpost, and the Cartel's Extension Module, expand the base-building range. For more information, see each faction's Buildings section.

Payment
Once you've placed a building, it will then gradually be paid for at your HQ. If at any time the resources aren't available, payment will halt until they arrive. To see how many resources have already gone towards payment and how many remain, you can either highlight the HQ or select it, then highlight the building's button in the Unit/Building Information Panel (see the User Interface section).

Construction
Once payment is complete, a construction unit will automatically depart from your HQ and travel to the building's desired location, at which time construction will begin.

If either the construction unit or the under-construction building are destroyed in the process, you'll lose out on both the resources and the building itself. Therefore, make sure to place your buildings wisely!

You can repeat this process more than once to queue up multiple buildings for construction, in which case they'll be paid for and constructed one at a time in the order in which you place them.
Gathering Resources
You'll want to start gathering resources as soon as possible in order to afford more units, buildings, and upgrades.

The three types of resources are as follows:

Oil
Aluminium
Rare Earth Elements
Required for most units, buildings, and upgrades.
Must be stockpiled. Required for some early-game and most mid-to-late game units, buildings, and upgrades.
Must be stockpiled. Can only be extracted with special technology. Required for most late-game units, buildings, and upgrades.

Although you'll always start with at least one Oil and Aluminium field near your HQ, you'll need to send your recon unit around the map to discover others. Resources are always randomly generated across the map and recon units are the only ones that can reveal (or "see") them, therefore scouting early on is paramount to success.

To gather resources from a field, simply construct a refinery near one--preferably in the center so that it covers as many nodes as possible. The more nodes a refinery covers, the more resources it can harvest. Put another way, a refinery covering a small number of nodes will only remain operational for a short period of time, whereas one covering a larger number can continue extracting resources for much longer.

When placing a refinery, both the type of resource and number of nodes it's covering are represented above its silhouette. The refinery shown below, for example, is covering 14 Oil nodes.



Once a refinery is constructed, a single tanker will appear nearby and the refinery will begin extracting nearby resources and stockpiling them inside. The tanker's job is to enter the refinery, wait until it receives a full load, then deliver it to your HQ or another nearby resource drop-off site, at which point you receive the resources. Since refineries can often extract and stockpile resources faster than a single tanker can keep them cleared out, it's often a good idea to train one or more additional tankers to optimize the process.
Generating Power
Although it isn't necessarily a resource in the same sense as Oil, Aluminium, and Rare Earth Elements, Electricity is nonetheless just as, if not more important than those resources for one big reason: Without a sufficient amount of it most of your unit production buildings and base defenses will power down, leaving you wide open to devastating attacks.

Rather than being spent on units, buildings, and upgrades, Electricity is instead consumed by certain buildings from the time they're constructed until they're either sold or destroyed. To see which buildings consume Electricity and exactly how much Electricity they consume, see each faction's Buildings section.

The US Army, Chimera, and Cartel each produce Electricity differently.

US Army
The US Army features one Electricity-generating building per DEFCON level.

At DEFCON 3 they can resort to Field Generators, which are cheap but produce just 2 Electricity and can easily be destroyed if targeted by the enemy. At DEFCON 2 they can construct Power Plants, which are considerably more expensive than Field Generators but also produce a whopping 8 Electricity and are much more resilient. Finally, at DEFCON 1 they can construct Accumulators, which both produce (4) and stockpile Electricity.

Stockpiled Electricity functions similarly to a backup generator in that if your base runs low on power, the stockpile will keep it running for a limited period of time until either you restore power by constructing one or more of the buildings described above or the stockpile runs dry, in which case your base will finally power down.

Chimera
The Chimera is unique in that their HQ produces 10 Electricity and stockpiles it, meaning they can go for much longer than the US Army before having to produce Electricity-generating buildings.

When the need arises for more Electricity they can construct Outposts, which require a significant amount of Aluminium and aren't very resilient but produce 4 Electricity and can serve several other, non-power-related purposes.

Cartel
The only Cartel buildings that generate power are those in the Black Ops category, which makes them similar to the Chimera in that they aren't nearly as reliant on generating Electricity early-on as the US Army.

Their lone Electricity-generating building, the Tokamak Generator, produces 8 Electricity much like the US Army's Power Plant. It also stockpiles Electricity, which is something the Power Plant doesn't do. Its performance comes at a heavy price, however: If destroyed, it creates a massive explosion that deals heavy damage to all surrounding units and buildings. Needless to say, it's best to place these generators as far away as possible from other crucial buildings.

For more information on the buildings described above, see each faction's Buildings section.
Training Units
Many buildings can train units with which you can defend your base or even attack the enemy's.

To train a unit, first select a unit production building, then click the icon of the unit you'd like to train in the Unit/Building Action Panel (see the User Interface section). The unit will gradually be paid for and, once payment is complete, appear in front of the building from which it was trained.

If you'd prefer the units go someplace else when trained, you can set a rally point by first selecting the proper unit production building, then right-clicking anywhere on the ground. The rally point is denoted by a white crosshair connected to a line extending from the building in question.

You can repeat this process more than once to queue up multiple units for training, in which case they'll be trained one at a time in the order in which you chose them.
Controlling Units
When the battle dust has cleared, the player who commanded his troops most effectively will most often be victorious.

Movement
To move a unit, first select it, then right-click where you'd like it to go. In most cases it will automatically fire on any enemy units or buildings that it encounters along the way.

If you're moving more than one unit and you'd like them to travel at the speed of the slowest one, hold CTRL before right-clicking to make them move homogeneously. Alternatively, you can turn on homogeneous movement by default in the Controls section of the Options menu.

Attacking
To order a unit to attack, first select it, then either right-click on an enemy unit or building that you'd like it to attack or press Q, then left-click where you'd like it to go. If you use the latter method, the unit will move towards the destination and stop to fire on any enemy units or buildings that it encounters, moving again only when no more targets are nearby.

Homogeneous movement can also be applied to attack moves by first pressing Q, then holding CTRL before left-clicking on the destination.

Waypoints
You'll often want to give a unit multiple orders and have it carry them out one at a time without you needing to be there every step of the way. Waypoints are the best way to accomplish this. To assign a series of waypoints, simply hold SHIFT while issuing orders either via the mouse or the unit's Unit/Building Action Panel (see the User Interface section).

Formations
It's usually a good idea to put large groups of units in formation so that the more heavily-armored, assault-oriented ones are up front and the more fragile support units are near the back. To accomplish this, first select the units, then move your cursor over the destination and hold right-click and drag. The potential formation will be shown as a silhouette. You can rotate the formation by moving the cursor around the silhouette and adjust its width by moving the cursor closer to or further away from the silhouette. Once you release the right mouse button, the units will travel to the destination before assuming formation.

Fire on Position
If you'd like to order a unit to fire on a position regardless whether or not an enemy unit or building is there, first select the unit, then press T and click where you'd like it to attack. If the designated area is beyond the unit's weapon range, the unit will automatically move until it's within range. This ability is especially useful for artillery units since most of them can shoot much farther than they can see.

Hold Fire
By default, most units will automatically attack nearby enemy units and buildings. If you'd rather they hold off until manually ordered to attack or they come under attack themselves, first select them, then press F to enable Hold Fire. You can repeat this process at any time to turn it back off.

Stealth Units have Hold Fire enabled by default.
Additional Mechanics
Banks
Scattered around each map are banks that contain a large amount of Dollars. If garrisoned with infantry, the funds will be siphoned directly into your account. Unlike resource fields, banks are visible at the start of each game and their locations never change. Each infantry you garrison in a bank nets you 5 Dollars every two seconds.



Houses & Buildings (Cover & Combat)
Banks, houses, and other neutral buildings can be occupied by infantry and used as cover. Infantry inside these buildings can not only shoot out, but will also take much less damage in combat than if they were standing outside them.



Combat can also be waged inside buildings by most infantry units. If infantry from opposing factions occupy the same building, they'll automatically wage battle inside. Although you have no direct control over these battles, you can monitor their progress by selecting the appropriate building and studying the HP bars below each occupant's icon in the Unit/Building Information Panel (see the User Interface section).

Air Strikes
Aircraft produced at each faction's Air Control Center can be called in from off-map to perform air strikes. To call in an aircraft, first click its icon on the Aircraft Panel (see the User Interface section), then click where you'd like it to attack. If the aircraft is a bomber, it will drop its payload upon reaching its destination; otherwise it will seek out relevant targets in the general vicinity (ground attack aircraft will target ground units and buildings; air superiority aircraft will target other aircraft).

You can see all of the currently-deployed aircraft as well as their fuel and ammunition on the left-hand side of the screen, just above the minimap (see the User Interface section). You can also select these aircraft at any time and give them brand new orders if you so desire. Once aircraft have expended all of their ammunition or run low on fuel, they'll automatically leave the map to rearm and/or refuel. You can also manually order them to evacuate by first selecting them, then pressing V.

Stealth Units
Provided they don't attack, units with optical camouflage are completely invisible to all enemy units except those with stealth detection capabilities. Stealth units also have the Hold Fire ability enabled by default, which enables you to easily sneak them past enemy forces without firing so much as a single shot. If undetected, stealth units also inflict 2x damage with the first shot they fire in combat.

Healing & Repairing
It's important to keep units and buildings in tip-top shape at all times. Thankfully, all three factions are capable of doing just that.

When it comes to healing infantry, the US Army has the Dustoff, a medical helicopter produced at the Field Hospital. The Chimera, on the other hand, can remotely heal infantry via its Prison in exchange for Dollars. Lastly, the Cartel can utilize one of its own infantry units, the Punisher, to heal fellow soldiers.

For vehicles in need of repair, the US Army and Cartel have mobile options in the form of the Hercules and BREM-80U repair vehicles, respectively. The Chimera must instead rely on Repair Outposts, which are static but can be upgraded to cover a large area.

To fix damaged buildings, the US Army and Chimera must have a Logistics Center or Repair Outpost (respectively) within range of them. Unlike the Repair Outpost, the Logistics Center can't be upgraded to increase its area of effect and therefore must be placed with extra care. The Cartel's method is the farthest-reaching of them all: After researching Repair Drones at the HQ, all of their buildings will automatically (albeit slowly) be repaired over time.

Wounded Soldiers, Pilots & POWs
When defeated in combat, some infantry will become wounded rather than die. Wounded infantry are represented by a dot above them and will lay immobilized until they're either killed, healed, or captured by the enemy as a POW (prisoner of war).



Similarly, pilots, which are represented by stars, will sometimes emerge from the wreckage of destroyed vehicles and can also be taken as POWs. Unlike wounded infantry, however, pilots can freely move about and even return to their HQ for a resource bonus. It's often a good idea to order pilots back to your HQ as soon as possible to reduce the chances of them being captured by the enemy.

The only units that can capture POWs are infantry, and not all of them can do so. To see which infantry have this ability, see each faction's Infantry section. Each POW you capture earns you 500 Dollars. Additionally, if you've constructed a Field Hospital as the US Army, a Prison as the Chimera, or a Prison Module (at the Barracks) as the Cartel, POWs will be detained inside your faction's respective building at which point they not only generate 4 Dollars every couple seconds, but can also be traded for other types of resources.
Hints & Tips
  • Construct buildings and train units according to how many resources you have in reserve. For example, if you've few Dollars but plenty of Aluminium, consider spending as much Aluminium and as few Dollars as possible until you've balanced things out.

  • Grab the bank nearest your base as soon as possible in order to simultaneously give yourself a boost in income and fortify one of your base's entrances. Consider garrisoning it with a mixture of anti-infantry and anti-tank soldiers.

  • Assign your most commonly used units and production buildings to control groups (see the Controls section). A great way to practice this early on is to assign your initial recon unit to one control group and your barracks to another since you'll probably be using them often.

  • To quickly and easily scout the map, first select your recon unit, then hold SHIFT and right-click all of the locations on the minimap that you'd like it to travel to. Once finished, the recon unit will automatically go to the points you clicked, allowing you to focus on building up your base without ever having to select it again.

  • To boost your economy early on, try building two refineries on your starting Oil field: One directly in the center, and another right beside it so that it covers at least a few nodes. Since you'll then have two nearby refineries extracting Oil rather than just one, the long-term income will more than make up for the initial cost of the additional refinery. You can also use this technique for Aluminium and Rare Earth, though Oil (which becomes Dollars) is often more important in the early goings of the game.

  • If one or more of your opponent's buildings are unprotected, capture them with infantry and immediately sell them afterwards to both deny him further use of those buildings and give yourself a boost in income. Be aware, however, that in order to get the resources from selling the building, the construction unit that appears once it has been sold must safely travel to your HQ or another resource drop-off site.

  • The US Army and Chimera's recon units can do more than just scout and reveal resources. Considering also using them to harass your opponent's tankers.

  • Use napalm or other fire-based weaponry to force enemy infantry out of banks and other buildings.

  • Fire smoke rounds at enemy units and base defenses to blind them, allowing your own units to storm in and attack without consequence.

  • Unlike vehicles, infantry aren't inhibited by hills, cliffs, and other rough terrain. Use this to your advantage by hitting your opponent where he least expects it.

  • Oil and Aluminium fields always have a "four corners" shape, therefore if you reveal at least two corners, you can cover them with your refinery and be guaranteed that the other two will be covered as well. Also, since refineries automatically reveal nearby resources you don't have to worry about manually revealing the other two corners with your recon unit.

  • Sell refineries once they've exhausted all nearby resources and their stockpiles have been emptied out, because they'll no longer serve any purpose. Also consider selling the tankers that were assigned to it.

  • Rotate refineries so that their entrance/exit arrows face your HQ or the nearest resource drop-off site to help minimize the time that it takes for your tankers to travel back and forth.

  • Units that can heal infantry, like the US Army's Dustoff, the Chimera's Medical Namer, and the Cartel's Punisher, can do so even when the infantry are inside buildings. Use this to your advantage when trying to hold banks or other important buildings.

  • Place buildings with Average and High Resilience near the front of your base, where most enemy attacks will likely arrive, and keep those with Low Resilience near the very back in order to minimize the chances of them being destroyed before you can repel your opponent.
US Army Overview


The US Army, though still the most powerful military machine on the planet, is but a shadow of its former self. Recurring Defense budget cuts over the last several decades have led to a personnel shortage, worn and outdated equipment, and a drop in morale and discipline.

Despite being exhausted by endless fighting across the world, they remain a brute-force of veterans. Their units are tailored to specific roles and are often the best in their category, but they also lack some of the other factions' units' versatility.
US Army Infantry
All of the US Army's infantry are trained at the Barracks.

Marine
  • Soldier armed with a M16A4 assault rifle
  • Effective against infantry
  • Able to occupy buildings & capture enemy soldiers
Available upgrade(s):
  • SAW in the Barracks
  • Breaching Training in the HQ

Javelin
  • Soldier armed with a Javelin anti-tank missile
  • Effective against vehicles
  • Able to occupy buildings
Available upgrade(s):
  • NLOS Guidance in the Armory

Stinger
  • Soldier armed with a Stinger anti-aircraft missile
  • Effective against aircraft
  • Able to occupy buildings
Available upgrade(s):
  • Stinger Block II in the Armory

Mortar
  • Fire support team armed with a M252A2 81mm mortar
  • Able to perform indirect fire
  • Effective against infantry & buildings
  • Can fire Smoke rounds
Available upgrade(s):
  • White Phosphorus in the Armory

Sniper
  • Sniper armed with a M2010 ESR rifle
  • Very effective against infantry & ignores enemy covers
  • Stealth unit
  • Able to occupy buildings & capture enemy soldiers
Available upgrade(s):
  • Breaching Training in the HQ

Delta
  • Elite soldier armed with a MP5A4 submachine-gun
  • Very effective against infantry
  • Able to occupy buildings & capture enemy soldiers
  • Able to detect stealth units
Available upgrade(s):
  • M72 LAW in the Barracks
  • Breaching Training in the HQ
US Army Vehicles
Most of the US Army's vehicles are produced at either the Light Vehicles Bay or Heavy Vehicles Bay.

Shredder
  • Armored construction vehicle armed with a M2HB Browning HMG
  • Effective against infantry
Available upgrade(s):
  • Grizzly Project in the HQ

Recon Team
  • Light recon vehicle armed with a M2HB Browning HMG
  • Effective against infantry
  • Able to detect stealth units and resource fields at long range
Available upgrade(s):
  • Long Range Recon Team in the HQ

M993
  • Light, unarmed logistical vehicle
  • Able to transport up to 400 resources per trip
Available upgrade(s):
  • Tubrocompressor in the Logistical Center
  • Improved Chassis in the Logistical Center
  • Tank Urban Survival Kit 1 in the Armory

Humvee
  • Light transport vehicle armed with a M2HB Browning HMG
  • Effective against infantry
  • Able to transport up to 4 soldiers
Available upgrade(s):
  • GAU-19 Gatling gun
  • Mk.19 grenade-launcher
  • TOW-2 anti-tank missile

Stryker ICV
  • Armored transport armed with a M2HB Browning HMG
  • Effective against infantry
  • Able to transport up to 8 soldiers
Available upgrade(s):
  • Tank Urban Survival Kit 1 in the Armory

Stryker MGS
  • Armored combat vehicle armed with a 105mm gun and a HMG
  • Effective against all ground targets
Available upgrade(s):
  • Tank Urban Survival Kit 1 in the Armory

Blazer
  • Armored air-defense vehicle armed with a Gatling autocannon & Stinger anti-aircraft missiles
  • Effective against aircraft & infantry
Available upgrade(s):
  • Stinger Block II in the Armory
  • CIWS System in the Armory
  • Active Radar in the Light Vehicles Bay

Stryker MC
  • Armored mortar carrier armed with a Cardom 120mm mortar and a HMG
  • Able to perform indirect fire
  • Very effective against infantry & buildings
Available upgrade(s):
  • Tank Urban Survival Kit 1 in the Armory
  • White Phosphorus in the Armory

Stryker ATGM
  • Armored combat vehicle armed with Hellfire anti-tank missiles and a HMG
  • Very effective against vehicles
Available upgrade(s):
  • Tank Urban Survival Kit 1 in the Armory

Hercules
  • Armored repair vehicle armed with a Mk.19 grenade-launcher
  • Effective against infantry & buildings
  • Able to repair nearby vehicles

Abrams
  • Main Battle Tank, slow but well armored and armed with a powerful 120mm gun
  • Effective against all ground targets
Available upgrade(s):
  • Tank Urban Survival Kit 1 in the Armory
  • Tank Urban Survival Kit 2 in the Armory

NLOS-C
  • Self-propelled gun 155mm heavy howitzer
  • Effective against infantry & buildings
Available upgrade(s):
  • MRSI Targeting in the Armory
  • White Phosphorus in the Armory
  • Excalibur Shells in the Armory

HIMARS
  • Multiple Rocket Launcher vehicle
  • Very effective against infantry & buildings from long range
Available upgrade(s):
  • ATACMS Missile in the Heavy Vehicles Bay
US Army Aircraft
All of the US Army's aircraft are produced at either the Field Hospital, Helipad, or Air Control Center.

Dustoff
  • Medical transport helicopter
  • Able to transport up to 8 soldiers
  • Heals passengers & nearby infantry
Available upgrade(s):
  • Countermeasures Dispensers in the Armory

Guardian
  • Attack helicopter armed with a 30mm autocannon and Hellfire missiles
  • Effective against infantry, helicopters & vehicles
Available upgrade(s):
  • Countermeasures Dispensers in the Armory
  • NLOS Guidance in the Armory
  • Hydra Rockets in the Helipad

Little Bird
  • Light, unarmed recon helicopter
  • Able to transport up to 4 soldiers
  • Can detect enemy stealth units

Osprey
  • Heavy, unarmed transport aircraft
  • Able to transport up to 12 soldiers or vehicles
Available upgrade(s):
  • RGS Gatling in the Helipad
  • Countermeasures Dispensers in the Armory
  • CIWS System in the Armory

F-35B Lightning
  • Ground attack aircraft
  • Very effective against vehicles
  • Has optical camouflage
Available upgrade(s):
  • Countermeasures Dispensers in the Armory
  • AACS Missiles in the Armory

F-22 Raptor
  • Air superiority fighter
  • Very effective against aircraft
  • Has optical camouflage
Available upgrade(s):
  • Countermeasures Dispensers in the Armory
  • AACS Missiles in the Armory

B-2 Spirit
  • Light bomber
  • Very effective against buildings
  • Has optical camouflage
Available upgrade(s):
  • Countermeasures Dispensers in the Armory
  • Rotating Bomb-Bay in the Air Control Center
US Army Buildings (DEFCON 3)
Field HQ
  • High resilience
  • Stocks resources & generates Dollars
  • Deploys construction & survey vehicles
Available upgrade(s):
  • Green Zone in the Logistical Center

Refinery
  • Average resilience
  • Extracts Oil and Aluminium
  • Deploys tanker vehicles (Max 5)
Available upgrade(s):
  • Deep Mining in the Logistical Center
  • Hydrofracking in the Logistical Center
  • Green Zone in the Logistical Center

Field Generator
  • Low resilience
  • Generates 2 Electricity
Available upgrade(s):
  • Green Zone in the Logistical Center

LEM
  • Low resilience
  • Stocks resources & expands the base construction zone
Available upgrade(s):
  • Green Zone in the Logistical Center

Barracks
  • Low resilience
  • Deploys infantry units
Available upgrade(s):
  • Green Zone in the Logistical Center

MG Nest
  • Average resilience
  • Effective against infantry
Available upgrade(s):
  • Stinger Post anti-aircraft missile
  • TOW-2 Launcher anti-tank missile
  • Green Zone in the Logistical Center

Field Hospital
  • Average resilience
  • Consumes 1 Electricity
  • Deploys medical helicopters & can detain up to 15 prisoners of war
  • Heals nearby infantry units
  • Detained POWs generate Dollars & can be traded for Aluminium or Rare Earth
Available upgrade(s):
  • Green Zone in the Logistical Center

Light Vehicles Bay
  • Average resilience
  • Consumes 2 Electricity
  • Deploys light and medium vehicles
Available upgrade(s):
  • Green Zone in the Logistical Center

Logistical Center
  • Average resilience
  • Consumes 2 Electricity
  • Deploys repair vehicles
  • Allows research of base and economic upgrades
  • Repairs nearby buildings
Available upgrade(s):
  • Green Zone in the Logistical Center

Armory
  • Average resilience
  • Consumes 2 Electricity
  • Allows research of technological upgrades and new abilities
Available upgrade(s):
  • Green Zone in the Logistical Center
US Army Buildings (DEFCON 2)
Power Plant
  • Average resilience
  • Generates 8 Electricity
Available upgrade(s):
  • Green Zone in the Logistical Center

FOB
  • Low resilience
  • Stocks resources & expands the base construction zone without proximity limitations
  • Deploys HQ and Barracks
Available upgrade(s):
  • Green Zone in the Logistical Center

Heavy Vehicles Bay
  • High resilience
  • Consumes 3 Electricity
  • Deploys tanks & artillery units
Available upgrade(s):
  • Green Zone in the Logistical Center

Helipad
  • Average resilience
  • Deploys attack, recon & transport helicopters
Available upgrade(s):
  • Green Zone in the Logistical Center

Air Control Center
  • Average resilience
  • Consumes 1 Electricity
  • Calls in fighters, fighter-bombers & bombers (Max 3)
Available upgrade(s):
  • Green Zone in the Logistical Center

Phalanx
  • Average resilience
  • Consumes 1 Electricity
  • Very effective against infantry & aircraft
  • Able to intercept enemy missiles
  • Can detect stealth units
Available upgrade(s):
  • Green Zone in the Logistical Center
US Army Buildings (DEFCON 1)
Processing Plant
  • Average resilience
  • Extracts Rare Earth Elements
  • Deploys tanker vehicles (Max 5)
Available upgrade(s):
  • Deep Mining in the Logistical Center
  • Hydrofracking in the Logistical Center
  • Green Zone in the Logistical Center

LEM Rare Earth
  • Low resilience
  • Stocks Rare Earth & expands the base construction zone
Available upgrade(s):
  • Green Zone in the Logistical Center

Administrative Center
  • Low resilience
  • Consumes 1 Electricity
  • Generates 20 Dollars every 2 seconds
Available upgrade(s):
  • Green Zone in the Logistical Center

Accumulator
  • Low resilience
  • Generates 4 Electricity
  • Provides power until its batteries are depleted in the event an electricity shortage
Available upgrade(s):
  • Green Zone in the Logistical Center

Peacekeeper
  • Average resilience
  • Consumes 1 Electricity
  • Fires Peacekeeper nuclear missiles anywhere on the battlefield
Available upgrade(s):
  • Peacekeeper II Program
  • Green Zone in the Logistical Center

Patriot
  • Average resilience
  • Consumes 1 Electricity
  • Very effective against aircraft
  • Able to intercept tactical weapons
  • Can detect stealth aircraft
Available upgrade(s):
  • PAC-3 Missile
  • Green Zone in the Logistical Center
Chimera Overview


The “Chimera Protocol" is an agreement that secretly binds several Member States of the United Nations. It was signed in the wake of the now-infamous "Shanghai Crash," an event in which the entire Chinese financial system collapsed, plunging the world into the worst recession since 1929.

The Chimera is a UNO funded task-force designed to have a plan in mind for every situation. Their units can be molded into specific roles through upgrades or left alone as jacks-of-all-trades.
Chimera Infantry
All of the Chimera's infantry are trained at the Barracks.

Felin
  • Soldier armed with a FAMAS FELIN assault rifle
  • Effective against infantry
  • Able to occupy buildings & capture enemy soldiers
Available upgrade(s):
  • CQC Training in the Barracks
  • Breaching Training in the HQ

SAS
  • Sniper armed with a Barrett M107A2 anti-material rifle
  • Effective against vehicles, very effective against infantry & ignores enemy covers
  • Able to occupy buildings & capture enemy soldiers
Available upgrade(s):
  • DU Rounds in the Barracks
  • Breaching Training in the HQ

Grenadier
  • Fire support team armed with a Y3 automatic grenade-launcher
  • Effective against infantry & buildings
  • Fires incendiary rounds
Available upgrade(s):
  • NLOS System in the Barracks

Exosoldier
  • Soldier suited with an exoskeleton & armed with a BRG-15 15.5mm HMG
  • Effective against vehicles & very effective against infantry
  • Able to occupy buildings & capture enemy soldiers
Available upgrade(s):
  • Autorepair in the Defensive Center
  • Intelligent Suspension in the Research Lab
  • Breaching Training in the HQ
Chimera Vehicles
Most of the Chimera's vehicles are produced at either the Support Bay, SPEAR Vehicle Bay, or SWORD Vehicle Bay.

Kodiak
  • Unarmed construction vehicle
Available upgrade(s):
  • Engineer Field Kit in the HQ

Recon UGV
  • Light ground drone, armed with a quad grenade-launcher
  • Very effective against infantry & effective against helicopters
  • Able to detect stealth units and resource fields from very long range

Crusher
  • Light, unarmed logistical vehicle
  • Able to transport up to 300 resources per trip
Available upgrade(s):
  • Supply Field Kit in the HQ

Namer
  • Heavily armored transport vehicle armed with a M2HB Browning HMG
  • Effective against infantry
  • Able to transport up to 10 soldiers
Available upgrade(s):
  • Medical Namer in the Support Bay
  • Iron Fist in the Support Bay

Metal Storm
  • Light ground drone, armed with a quad grenade-launcher
  • Huge firepower at short range
  • Effective against helicopters & very effective against infantry & buildings
  • Has optical camouflage
Available upgrade(s):
  • Autorepair in the Defensive Center
  • Intelligent Suspension in the Research Lab

ADS
  • Light combat vehicle armed with a non-lethal area of effect weapon
  • Able to blind & slow nearby infantry
Available upgrade(s):
  • Improved ADS in the Support Bay

Puma
  • Armored combat vehicle armed with a long range autocannon
  • Very effective against infantry
Available upgrade(s):
  • Passenger Accomodation in the SPEAR Vehicle Bay
  • Spike-LR in the SPEAR Vehicle Bay

Pantsir
  • Armored anti-aircraft vehicle armed with twin 30mm autocannons
  • Effective against aircraft, infantry & vehicles
  • Able to intercept enemy missiles & detect enemy stealth aircraft
Available upgrade(s):
  • 57E6-E Missiles in the SPEAR Vehicle Bay

Rhino
  • Self-propelled gun armed with a 155mm heavy howitzer
  • Effective against infantry & buildings
  • Able to fire on the move
Available upgrade(s):
  • V-LAP Shells in the SPEAR Vehicle Bay

Fennek
  • Light transport vehicle armed with a grenade-launcher
  • Very effective against infantry
  • Can fire Smoke rounds
  • Has optical camouflage
Available upgrade(s):
  • Mast-Mounted Sight in the Defensive Center
  • Stinger Missiles in the Research Lab

Terminator
  • Heavy combat vehicle armed with two 30mm autocannons
  • Effective against infantry & buildings
  • Able to intercept enemy missiles
Available upgrade(s):
  • Igla Missiles in the Defensive Center
  • Ataka Missiles in the Research Lab
  • AGS-30 in the SWORD Vehicle Bay

Buratino
  • Armored Multiple Rocket Launcher vehicle
  • Effective against infantry & buildings at medium range
  • May ignite a fire in the targeted area
Available upgrade(s):
  • NURS Rockets in the Research Lab

Antey-2500
  • Mobile anti-ballistic missile launcher armed with two tactical missiles
  • Very effective against aircraft
  • Able to intercept tactical weapons & detect enemy stealth aircraft
Available upgrade(s):
  • Advanced Software in the Anti-Ballistic Center
  • Launcher Expansion in the Anti-Ballistic Center
Chimera Aircraft
All of the Chimera's aircraft are produced at either the Support Bay, Helipad, or Air Control Center.

Ninja
  • Light, unarmed recon helicopter
  • Has optical camouflage
  • Able to detect stealth units
Available upgrade(s):
  • Type 91 Missiles in the Support Bay

Tigre
  • Attack helicopter armed with a 30mm autocannon & incendiary rockets
  • Effective against infantry & buildings
  • Uses flares to deflect some incoming missiles
Available upgrade(s):
  • Mast-Mounted Sight in the Defensive Center
  • Mistral Missiles in the Helipad
  • Trigat-LR Missiles in the Helipad

Valor
  • Heavy transport helicopter armed with rockets
  • Effective against infantry & buildings
  • Able to transport up to 10 soldiers or 1 light vehicle
Available upgrade(s):
  • SPECTRA in the Defensive Center
  • Hellfire Missiles in the Defensive Center
  • Stinger Missiles in the Research Lab

Corax
  • Unarmed recon drone
  • Has optical camouflage
  • Able to detect enemy stealth units
  • Equipped with advanced counter-measures capable of deterring most enemy attacks

PAK FA
  • Air superiority fighter
  • Very effective against aircraft at long range
  • Has optical camouflage
Available upgrade(s):
  • SPECTRA in the Defensive Center
  • X-38 Stealth Missiles in the Research Lab

nEUROn
  • Ground attack drone
  • Has optical camouflage
  • Very effective against vehicles & buildings
Available upgrade(s):
  • MICA Missiles in the Defensive Center
Chimera Buildings (SPEAR Protocol)
HQ
  • High resilience
  • Generates 10 Electricity
  • Provides power until its batteries are depleted in the event an electricity shortage
  • Stocks resources & generates Dollars
  • Deploys construction & survey vehicles

Refinery
  • Average resilience
  • Extracts Oil and Aluminium & can be upgraded to extract Rare Earth Elements
  • Deploys tanker vehicles (Max 6)
Available upgrade(s):
  • Full Extraction Protocol
  • Rare Earth Extraction Protocol in the HQ

Outpost
  • Low resilience
  • Generates 4 Electricity
  • Stocks resources & expands the base construction zone
Can be converted into:
  • Construction Outpost
  • Repair Outpost
  • Income Outpost

Sentinel Turret
  • Average resilience
  • Consumes 2 Electricity
  • Defense turret
  • Effective against infantry & light vehicles
Available upgrade(s):
  • Anti-tank Gun
  • Starstreak AA Missile
  • CIWS System

Barracks
  • Low resilience
  • Consumes 1 Electricity
  • Deploys infantry units & allows research of technological upgrades

Support Bay
  • Low resilience
  • Consumes 1 Electricity
  • Deploys fire support & recon units

Prison
  • Average resilience
  • Consumes 1 Electricity
  • Can detain up to 10 prisoners of war
  • Can use healing abilities anywhere on the battlefield

Syntech Lab
  • Average resilience
  • Consumes 2 Electricity
  • Generates 10 Aluminium every 2 seconds

SPEAR Vehicle Bay
  • Average resilience
  • Consumes 1 Electricity
  • Deploys light vehicles

Helipad
  • Average resilience
  • Consumes 1 Electricity
  • Deploys attack, recon & transport helicopters

Rare Earth Outpost
  • Low resilience
  • Stocks Rare Earth Elements
Chimera Buildings (SHIELD Protocol)
Air Control Center
  • Average resilience
  • Consumes 3 Electricity
  • Calls in fighters, fighter-bombers & bombers (Max 3)

Defensive Center
  • Average resilience
  • Consumes 2 Electricity
  • Allows research of technological upgrades and new abilities

Anti-Ballistic Center
  • Average resilience
  • Consumes 3 Electricity
  • Deploys units able to intercept tactical weapons
Chimera Buildings (SWORD Protocol)
SWORD Vehicle Bay
  • High Resilience
  • Consumes 3 Electricity
  • Deploys tanks & artillery units

Research Lab
  • Average resilience
  • Consumes 2 Electricity
  • Allows research of technological upgrades and new abilities

Omega Blitzer
  • Average resilience
  • Consumes 3 Electricity
  • Able to fire indirect, devastating bombardment anywhere on the battlefield
Cartel Overview


The Cartel is a shadowy international organization that consists of influential politicians, high-ranking officers and popular industry and media figures. They intend to bring the US government to its knees in order to seize important economic & industrial assets, just as they did in Russia (1991) and China (2018).

The Cartel are stealthy operatives born out of private military contracts and armed with the latest prototypes. Fragile and expensive but stealthy and powerful, this secretive faction is difficult to master.
Cartel Infantry
All of the Cartel's infantry are trained at the Barracks.

Contractor
  • Soldier armed with a KRISS SMG
  • Effective against infantry
  • Able to occupy buildings & capture enemy soldiers
Available upgrade(s):
  • Life Insurance in the HQ
  • PsyOps Training in the HQ
  • Breaching Training in the HQ
  • Nanofibers Jacket in the Stealth Lab

Viper
  • Soldier armed with a rocket launcher
  • Effective against infantry & light vehicles
  • Able to occupy buildings
Available upgrade(s):
  • Tandem Charges in the Barracks
  • Life Insurance in the HQ
  • Nanofibers Jacket in the Stealth Lab

Grinch
  • Soldier armed with an Igla-S anti-aircraft missile
  • Effective against aircraft
  • Able to occupy buildings
Available upgrade(s):
  • LOAL-HI in the Stealth Lab
  • Life Insurance in the HQ
  • Nanofibers Jacket in the Stealth Lab

Shershen
  • Anti-tank team armed with a Shershen anti-tank missile
  • Effective against vehicles
Available upgrade(s):
  • Twin Launcher in the Barracks
  • Life Insurance in the HQ
  • LOAL-HI in the Stealth Lab
  • Nanofibers Jacket in the Stealth Lab

Punisher
  • Heavy combat medic armed with a heavy grenade-launcher
  • Very effective against infantry
  • Able to occupy buildings, capture enemy soldiers, heal nearby soldiers & force the enemy to lay low
Available upgrade(s):
  • Life Insurance in the HQ
  • Nanofibers Jacket in the Stealth Lab

Vanguard
  • Light soldier armed with a QCW-05 SMG
  • Very effective against infantry at close range
  • Able to occupy buildings & capture enemy soldiers
Available upgrade(s):
  • Life Insurance in the HQ
  • PsyOps Training in the HQ
  • Breaching Training in the HQ
  • Nanofibers Jacket in the Stealth Lab
Cartel Vehicles
All of the Cartel's vehicles are produced at either the Vehicles Bay or Prototypes Bay.

Scorpio
Produced at the Vehicles Bay
  • Light recon tank armed with a 75mm railgun
  • Effective against infantry & vehicles
  • Has a long range of sight
Available upgrade(s):
  • Smoke Rockets in the Repair Center
  • Optical Camouflage Bricks in the Stealth Lab

Otomatic
  • Armored anti-aircraft vehicle armed with a 76mm autocannon
  • Effective against infantry, vehicles & aircraft
  • Able to detect enemy stealth aircraft
Available upgrade(s):
  • Advanced Software in the Repair Center

Jackal
  • Light, fast transport vehicle armed with a PHASR energy rifle
  • Very effective against infantry & ignores enemy covers
  • Has a long range of sight and can detect stealth units
  • Able to transport up to 2 soldiers
Available upgrade(s):
  • Optical Camouflage Bricks in the Stealth Lab

AMOS
  • Armored mortar carrier armed with an AMOS twin 120mm mortar
  • Effective against infantry & buildings
  • Fires high spread barrage shells
  • Able to perform indirect fire
Available upgrade(s):
  • Strix Shells in the Repair Center
  • Optical Camouflage Bricks in the Stealth Lab

Scout CGS
  • Light, fast transport vehicle armed with a dual HMG
  • Very effective against infantry
  • Has optical camouflage & a long range of sight
  • Able to transport up to 4 soldiers
Available upgrade(s):
  • Scout Combat Kit in the Repair Center

BREM-80U
  • Armored, unarmed repair vehicle
  • Able to repair nearby vehicles

Vextra
  • Armored transport vehicle armed with a 40mm autocannon
  • Effective against infantry, vehicles & aircraft
  • Able to transport up to 8 soldiers
Available upgrade(s):
  • Reinforced Frame in the Vehicles Bay
  • Optical Camouflage Bricks in the Stealth Lab

Spectre
  • Main Battle Tank, heavily armored and equipped with a powerful 140mm railgun
  • Very effective against all ground targets
Available upgrade(s):
  • Optronic Sensor in the Prototypes Bay
  • 40mm Autocannon in the Prototypes Bay
  • Passive Receiver System in the Stealth Lab

LOSAT
  • Light combat vehicle armed with MGM-166 anti-tank missiles
  • Very effective against infantry & buildings
Available upgrade(s):
  • Barrage Fire in the Prototypes Bay
  • Optical Camouflage Bricks in the Stealth Lab

Koalitsija
  • Armored self-propelled gun armed with twin 152mm guns
  • Effective against infantry & buildings
  • Fires two shells simultaneously
  • Able to perform indirect fire with either high-explosive or smoke shells
Available upgrade(s):
  • Assault Gun Training in the Prototypes Bay
Cartel Aircraft
Most of the Cartel's aircraft are produced at either the Helipad or Air Control Center.

Skycrane
  • Heavy, unarmed construction helicopter
Available upgrade(s):
  • Optical Camouflage Bricks in the Stealth Lab
  • Computerized Flying Procedure in the Stealth Lab

Recon K-MAX
ICON HERE
  • Light, unarmed survey drone
  • Able to detect stealth units and resource fields at long range

K-MAX Tanker
  • Light tanker drone able to transport up to 200 resources per trip
Available upgrade(s):
  • Optical Camouflage Bricks in the Stealth Lab

SuperHind
  • Heavy attack helicopter armed with a twin 20mm autocannon & Ingwe anti-tank missiles
  • Effective against infantry & vehicles
  • Able to transport up to 10 soldiers
Available upgrade(s):
  • ZAB Napalm Bombs in the Repair Center
  • Countermeasures Dispensers in the Stealth Lab
  • Computerized Flying Procedure in the Stealth Lab

ShadowHawk
  • Unarmed transport helicopter
  • Has optical camouflage
  • Able to transport up to 8 soldiers
Available upgrade(s):
  • Side-Door Minigun in the Helipad

Comanche
  • Ground attack helicopter armed with an autocannon & JCM missiles
  • Has optical camouflage
  • Effective against infantry & vehicles
Available upgrade(s):
  • Computerized Flying Procedure in the Stealth Lab

X-32
  • Light bomber drone armed with cluster bombs
  • Effective against vehicles
  • Able to detect stealth ground units
Available upgrade(s):
  • AARGM in the Air Control Center

Berkut
  • Air superiority fighter
  • Effective against aircraft
  • Equipped with advanced counter-measures capable of deterring most enemy attacks
Available upgrade(s):
  • R74M Missile in the Air Control Center
  • Computerized Flying Procedure in the Stealth Lab

Valkyrie
  • Supersonic bomber armed with napalm bombs
  • Very effective against infantry & buildings
Available upgrade(s):
  • Countermeasures Dispensers in the Stealth Lab
  • Pye Wacket Missiles in the Air Control Center
Cartel Buildings (Private Military)
HQ
  • Average resilience
  • Stocks resources & generates Dollars
  • Deploys construction & unmanned survey helicopters
Available upgrade(s):
  • Repair Drones in the HQ
  • Countermeasures Dispensers in the Stealth Lab

Refinery
  • High resilience
  • Extracts Oil and Aluminium & can be upgraded to extract Rare Earth Elements
  • Deploys K-MAX tanker helicopters (Max 8)
Available upgrade(s):
  • Stealth Module.
  • Rare Earth Extraction Module
  • Repair Drones in the HQ

Extension Module
  • Low resilience
  • Stocks resources & expands the construction zone
Available upgrade(s):
  • Repair Drones in the HQ

Barracks
  • Average resilience
  • Deploys infantry & allows research of technological upgrades
Available upgrade(s):
  • Prison Module
  • Aluminium Module (requires Prison Module)
  • Ransom Network (requires Prison or Aluminium Module)
  • Repair Drones in the HQ
  • Medical Subcontractors in the HQ
  • Force Projection in the HQ

Vehicles Bay
  • High resilience
  • Deploys light vehicles
Available upgrade(s):
  • Repair Drones in the HQ

Repair Center
  • Average resilience
  • Deploys repair vehicles
Available upgrade(s):
  • Repair Drones in the HQ

Artillery Turret
  • Low resilience
  • Able to fire an indirect bombardment over long distances
Available upgrade(s):
  • Artillery Crew Bonus
  • Repair Drones in the HQ
Cartel Buildings (Black Ops)
Tokamak Generator
  • Average resilience
  • Generates 8 Electricity
  • Produces a massive explosion if destroyed
Available upgrade(s):
  • Repair Drones in the HQ

Prototypes Bay
  • Average resilience
  • Consumes 2 Electricity
  • Deploys prototype units
Available upgrade(s):
  • Repair Drones in the HQ

Helipad
  • Average resilience
  • Consumes 2 Electricity
  • Deploys attack, recon & transport helicopters
Available upgrade(s):
  • Repair Drones in the HQ

Air Control Center
  • Average resilience
  • Consumes 1 Electricity
  • Calls in fighters, fighter-bombers & bombers (Max 3)
Available upgrade(s):
  • Repair Drones in the HQ

Stealth Lab
  • Average resilience
  • Consumes 2 Electricity
  • Allows research of technological upgrades and new abilities
Available upgrade(s):
  • Repair Drones in the HQ

Accelerator
  • Low resilience
  • Consumes 1 Electricity
  • Speeds up the production of nearby buildings
Available upgrade(s):
  • Optical Camouflage Projector
  • Repair Drones in the HQ

Underground Stock Market
  • Average resilience
  • Consumes 3 Electricity
  • Generates 4 Rare Earth every 2 seconds
Available upgrade(s):
  • Repair Drones in the HQ

Rare Earth Extension Module
  • Low resilience
  • Stocks Rare Earth Elements
Available upgrade(s):
  • Repair Drones in the HQ

Railgun Turret
  • Average resilience
  • Consumes 1 Electricity
  • Effective against ground units & aircraft
  • Able to detect stealth units
Available upgrade(s):
  • Built-In Electricity Generator
  • Repair Drones in the HQ

THOR Control Center
  • Average resilience
  • Consumes 2 Electricity
  • Calls in a THOR orbital strike anywhere on the battlefield
Available upgrade(s):
  • Repair Drones in the HQ

Skyguard Turret
  • Low resilience
  • Consumes 2 Electricity
  • Effective against ground units & aircraft
  • Able to intercept tactical weapons
Available upgrade(s):
  • Weapon Tracking Radar
  • Repair Drones in the HQ
26 Comments
Dark_Forrest Feb 11, 2023 @ 8:53am 
This will be usefull for noobs, but anyway - good work comrad!:steamhappy:
Chubzdoomer  [author] Aug 28, 2020 @ 2:38pm 
@Emperor Locutus Glad it helped you out! Converting all of this into PDF format would be quite an undertaking, and given the game's lack of popularity I'm not sure the effort would really be worth it in the end. I doubt it'll ever happen, but who knows.
Emperor Locutus Aug 28, 2020 @ 3:15am 
thank you for posting this manual

any chance of putting this to pdf format for download as there is no link for that
edamarus Jul 12, 2020 @ 5:26pm 
Thank you very much for this manual !!
daslicht Sep 24, 2019 @ 4:57am 
still playing it in 2019 <3 Great Game !
Emperor Locutus Mar 15, 2019 @ 2:35pm 
whats the point in having stealth units in the game if they are going to be detected

wheres the save files kept i tried looking after chinging the options to show all in folders

users appdata in docs etc in fact all Eugen system games i have this problem with in windows 10 no problem in windows 7
ShiaKwSki Jul 20, 2016 @ 7:23pm 
Reboot sucks, no need for a manual to tell gamers how to suck even more because they could not play skirmish on easy and READ almost everything that is listed in this manual in game.

Wa wa wa....give me a strategy game where I do not have to learn a whole lot...wa wa wa

I think most of the gamers that did not like the Original should go outside and play Hopscotch.
This is on par with their attention span and inductive reasoning skills. :)
fylou1955 Jul 16, 2016 @ 2:05pm 
merci pour votre manuel Chubzdoomer et par 1 collaborateurs !!!
Michel May 15, 2016 @ 9:47am 
What about a REBOOT EDITION missing manual?
Cassio_Prna Apr 16, 2016 @ 1:56am 
Steam needs a print-as-PDF-plugin :D