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		<id>https://wiki.siegeofcentauri.com/index.php?title=Enemy_Units&amp;diff=99</id>
		<title>Enemy Units</title>
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		<updated>2022-04-04T19:41:48Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
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{{HeaderTemplate&lt;br /&gt;
|welcome=Enemy Units&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Masochist&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Skirmisher&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
First time I saw one of those things on the reports it reminded me of a tropical plant. I know this isn&#039;t scientific but something deep inside is screaming at me that it isn&#039;t human. Military hardware, machines designed by humans to kill other humans have an intimidation factor about them. They are big with sharp edges and no sense of humor. Not sure if it is always a conscious choice but there we are. Even the post humans just can&#039;t get away from building military hardware like that, no matter what they might say about subsuming their reptile brain.&lt;br /&gt;
&lt;br /&gt;
What did the colonists think and feel when they first saw one of these things approach their homes. Surprise? Fear? Wonder? The unknown knocking on their doorstep and the promise of something else. Then the pain, destruction and senseless death. These people were not soldiers, they were families. And this thing is not an exotic alien ship, it&#039;s a killer.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rail Guns, especially with the Shotgun upgrade, are devastating against Masochists. Drone Bays on large maps are also a nice counter as are many Pulse Cannons which are versatile. Small amounts of splash damage such as Mortars and Arc Projectors are ineffective due to the higher health pool of the Masochist compared to other frigates, but a critical mass of many splash towers can be deadly.&lt;br /&gt;
&lt;br /&gt;
Beware of relying on towers with long reloads such as Particle Lasers and Minos Cannons, especially as they can overkill the same Masochist. Reinforcements, Milton and Lure are also excellent ways of helping your defenses against Masochists.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Capacitor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Rush&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
This is an odd beast. We are still trying to categorize and prioritize the different invaders. It is not a holistic process. But this is the first one that has me questioning the true purpose of these things. We are certain that these units were not originally made for combat, at least not directly. The design incorporates two large banks of supercapacitors which mostly go unused in its current configuration. My guess is they are some kind of energy transports, or they were.&lt;br /&gt;
&lt;br /&gt;
And then there is the pattern of behavior these units demonstrate. It is obvious that whatever intelligence is sending these is doing so with no intention of self-preservation. They are small and fast enough to get past our interceptors and rush the colony. Some small mercy is the weapon they possess, which I suspect is just a modified EM projector of some kind. It is not very damaging, but can still kill multiple humans in one shot, electrifying walls and floors.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other frigates, Capacitors are difficult to counter with indirect fire such as the Mortar and Artillery Post due to their extremely fast speed. They will also ignore summoned units and go straight for structures. Arc Projectors and Rail Guns with the Shotgun upgrade are the best means of destroying Capacitors due to instant projectile speed. The Incendiary Payload upgrade on the Artillery Post helps greatly as they will take high damage from the fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Reaper&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
Wreckage recovery and forensic studies have provided initial data sets on the enemy designated &amp;quot;Reaper&amp;quot;. Consensus amongst human technicians coordinated by Milton submind 2-C has determined several key points with a reasonable certainty to within 98.44%%. Be advised that this analysis is ongoing and future modification of consensus is likely before mission completion.&lt;br /&gt;
&lt;br /&gt;
Reaper unit&#039;s construction is simple yet rugged. No EM shielding. Minimal armor plating. Redundancies are built to maintain main weapon functionality. Main weapon is a type of energy &amp;quot;particle lance&amp;quot; which has similarities to some of our plasma systems. Details of this will be transmitted back to Darius Robotics. Metallurgical analysis inconclusive, as with most units.&lt;br /&gt;
&lt;br /&gt;
Tactical recommendation: Ensure destruction before given chance to swarm assets.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // 1dadc62772a5f6684e41cd6bfae9f978&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The massive number count of the Reapers render slow firing turrets worthless against them. Gun Turrets, especially with the Shotgun upgrade, can be used to cleanup or soften groups of Reapers, but more dedicated splash towers such as the Arc Projector and Mortar are needed to deal with thicker waves. Milton&#039;s missile attack is absolutely devastating against Reapers, so be sure to hold onto him until he is needed if Reapers are to be expected.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Scarab&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Heavy Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
Hostile force continues to adapt. Indicates familiarity with Carpathia weaponry and tactics. New hostile designation &amp;quot;Scarab&amp;quot; has 87.29%% match with &amp;quot;Reaper&amp;quot; construct. Variation on original design sacrifice speed for durability. Useful material for study difficult to obtain as escalation prevents post-engagement recovery. Mass deployment still standard pattern of assault.&lt;br /&gt;
&lt;br /&gt;
Tactical recommendation: Advise higher firepower concentration before swarms reach mission critical assets.&lt;br /&gt;
&lt;br /&gt;
Updating report for Darius Robotics. Analysis continues.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // 9d51bb99655fb416d853875b21534f6a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scarabs are especially vulnerable to splash damage from Mortars and Artillery Posts. Chain Lightning on Arc Projectors is also powerful. But due to the slow speed and tight nature of Scarabs, Corrosion Mortars with the Contagious Virus upgrade are especially deadly while quite cheap. Large numbers of Scarabs can also be taken out with a Lure or the Volatile Reaction upgrade from the Minos Cannon.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Martyr&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
The shield generators on the Martyrs are impressive. None of the underlying technology here is new, in fact many of the principles are well known and we are certain the post-humans use it. But nothing we have built is anywhere near this efficient. Field leaks are almost non-existent with these units vastly reducing the power use and size of them.&lt;br /&gt;
&lt;br /&gt;
Of course, it would be great if we could reverse engineer one of the units. Our universal constructors could create something of a similar build quality. Except, there are two problems. The first is the complexity of the picoscale components means that they are inevitably damaged beyond recovery in every wreck so far. Second, we are missing some exotic components that I have not yet identified.&lt;br /&gt;
&lt;br /&gt;
What we have recovered Milton has encrypted and already forwarded to Darius Robotics. I feel no shame in admitting that I envy whoever gets one of these devices working.&lt;br /&gt;
&lt;br /&gt;
-Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other frigates, Martyrs are heavily resistant to Arc Projectors and Mortars due to their tough shields. The area of effect shield damage from the Nova Cannon is devastating against Martyrs, allowing traditional splash towers to finish them off. Artillery Posts also have enough firepower to blast through the shields but are a more expensive investment. Martyrs have mediocre damage so Reinforcements can buy a lot of time and Lure has enough firepower to demolish large groups of Martyrs that are pulled to attack it.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Destructor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Bombardment&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate threat identified. Hostile designation &amp;quot;Destructor&amp;quot; has been confirmed as active presence. Data recovery from exhumed colonial remains matches to within a 98.42%% probability. High-yield plasma artillery weaponry identified with consistent scorch patterns on destroyed colony sites.&lt;br /&gt;
&lt;br /&gt;
Primary objective to eliminate hostile before entering range of assets. Secondary objective to capture or recovery intact unit for study.&lt;br /&gt;
&lt;br /&gt;
Plasma weaponry of interest to Darius Robotics. Analysis continues.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // ab179b9743d389ebee2870de2698e065&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Destructors are weaker than other cruisers but have high damage given their numbers, so it&#039;s important to focus them down before they enter range of buildings. Corrosion Mortars and Particle Lasers are excellent counters, as well as Overcharging a Minos Cannon is especially effective. The high damage of Destructors makes Reinforcements weak against them, but Lure will detonate a large group of Destructors for high damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Corrupted Healer&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Support&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
We finally acquired one of the &amp;quot;healers&amp;quot; which have been making things more difficult. This one is only half slag, the captain said to make it count since there is no way he is telling our forces to go easy. Now that I have had a closer look some things stood out almost immediately. We always knew there was something out of the place with the healers, as they do not conform to the design of the other intruders but now, I know why.&lt;br /&gt;
&lt;br /&gt;
It is posthuman.&lt;br /&gt;
&lt;br /&gt;
At least, I am pretty sure it was posthuman. This type of gravity-channeling and the repair systems being used were something I remember seeing during the program. Very different from the other units. My theory is that these were Persephone&#039;s that she either brought with her or built when the invasion started. Whatever we are fighting got hold of them and reprogrammed them. At least, that&#039;s the only logical conclusion, even if the computer systems were not fried, I am not going to risk plugging it into even a quarantined system on the Carpathia.&lt;br /&gt;
&lt;br /&gt;
One last thing I noticed is the jury-rigging of a weapons system on it. Not intended to fit on the chassis and probably not a real threat by itself. The real problem with these things is their ability to restore ablative armor almost instantaneously using a nanite stream from an onboard constructor module.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Corrupted Healers repair damage to nearby units. Beware staggering defenses against enemies supported by Healers over long distances as the Healers will allow them to recover between bursts. Large groups of Healers can be splashed with Mortars or Artillery posts, while small numbers can be taken out with Rail Guns, Particle Lasers and Corrosion Mortars. Healers have low damage so don&#039;t panic if they sneak through to your Colony, they can be stalled with Reinforcements or Lure for some time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Falling Star&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile EMP&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Glowing orbs floated through the fog like will-o-wisp&#039;s. They reminded us of the Earth&#039;s moon, serene and beautiful. Gradually they moved closer to our colony and some argued they could be a threat. Paranoid, we fired a defensive turret at the closest one. It exploded in a flash of light, and with it our entire colony went dark. The turrets were down and the flood lights went off. Even the doors remained closed, trapping colonists outside with the other orbs. Then they came for us, silver light in the darkness, and we were defenseless.&lt;br /&gt;
&lt;br /&gt;
- Unknown colonist log from the last day of Ciacco colony&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Falling Stars are low damage but disable nearby towers when destroyed. Because of this be careful when placing too many towers close together, as they could all be disabled at once. Overcharging a Minos Cannon to rapidly snipe them from afar is a potent strategy.&lt;br /&gt;
&lt;br /&gt;
Alternatively, using Ion Disrupters to disable their shields next to a Corrosion Mortar works very well as the damage-over-time causes the Falling Star to detonate safely out of range of your defenses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Eradicator&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Tank&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Eradicator shields appear to be based on a plasma window similar to those developed by Ady Herschcovitch at the Brookhaven National Laboratory. The plasma is held in a magnetic field and by vaporizing incoming projectiles, it provides considerable thermal and ballistic protection to the ship./n/nThe shield is transparent, which by definition, means that the shield should not affect lasers. But lasers are stopped by the shields as well. It is unknown if the Substrate have developed some advanced form of photochromatics that causes the shield to become opaque when exposed to lasers, or if there is other technology at work.&lt;br /&gt;
&lt;br /&gt;
- Exert from the Journal of Post-Human Weaponmaster Archimedes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Eradicators have powerful shields that quickly replenish when they aren&#039;t taking damage. Look to concentrate damage to destroy them, especially from high damage towers like Minos Cannons and Particle Laser.&lt;br /&gt;
&lt;br /&gt;
Ion Disrupters, Nova Cannons or an upgraded EMP blast will drop their shields and leave them vulnerable to attack. Alternatively, stacking Pulse Cannons can ignore their shields and destroy the hull directly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Hooded Turbine&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Rush&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Just when I thought we were done with any new surprises these things turn up. Judging by what the team is telling me these things are massively over-engineered with multiple EM generators. Multiple shields reinforce one another keeping making it tough to break through even with the right weaponry. Worst part though is how quick it is. All engine and shields, a blockade runner being sent to harass and take out key targets.&lt;br /&gt;
&lt;br /&gt;
Fortunately, this is where Milton&#039;s constructs can help. The current working strategy is to keep them bottled up when they attack. With enough EMP damage their shields do eventually fall and at that point we can take them out. The bigger impact is psychological. Some of our gunners are getting jumpy about these things.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The low health and high shields of Hooded Turbines makes them vulnerable to Pulse Cannons and Ion Disrupters. Though their extremely fast speed makes them speed past other defenses including the slow projectile of Nova Cannons.&lt;br /&gt;
&lt;br /&gt;
The Colony Pulse upgrade is also very useful incase Pulse Cannons are unable to fully destroy them. Combining both Corrosion Mortars with an Ion Disrupter is an excellent pair for high damage-over-time while the shield has been depleted.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Mobile Nullifier&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Support&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Physics just changed its rules. I have heard rumors about things like this. Mostly from the direction of the Post-Human Coalition. They are serious about establishing law and order amongst the rank and file, but to do that they need a way of preventing one another from interfering. The Carpathia&#039;s systems are partly Promethean, even if Darius refuses to admit it, I know where the universal constructors and energy field manipulators are from. Problem is this technology counters it.&lt;br /&gt;
&lt;br /&gt;
The mobile nullifiers use what, for the sake of the captain, can be understood as jammers. They block all our orbital tactical tools, even Milton is not able to get past it with a submind. How it does that is the interesting part of that. My working theory is a kind of localized quantum waveform resonance that counters non-localized entanglement. On the bright side this has a debilitating effect on induced gravity meaning that the nullifiers are slow to move.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nullifiers have heavy shields and a weak hull so investing in Pulse Cannons is an excellent counter. Alternatively, combining Ion Disruptors with Minos Cannons, Particle Lasers and Corrosion Mortars is another effective strategy. Make sure to pre-emptively Overcharge or deploy summons as it can&#039;t be done near the Nullifier.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Rolling Hive&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile Factory&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Manufacturing doesn&#039;t describe the process the Hive uses to produce Wasps. Incubating would be a better term. Though they are completely synthetic the Wasp design begins as an almost larval type construct whose only purpose is to grow and add to itself. Internal Hive workers provide resources needed for the growth and once activated the larva quickly goes from a simple encoded stored strip, to a wet, ravenous organism, to a fully functional weaponized drone.&lt;br /&gt;
&lt;br /&gt;
The Hive itself is a highly armored and shielded deployment platform designed to allow our enemies to launch air assaults to and from any location.&lt;br /&gt;
&lt;br /&gt;
- Exert from the Journal of Post-Human Weaponmaster Archimedes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Rolling Hive is a tough cruiser best countered by Minos Cannons or Disruption Beam before it can spawn large numbers of Wasps. The Hive lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them overtime. If Hives are unable to be destroyed fast make sure to put enough air defense in place to counter the Wasp&#039;s they produce.&lt;br /&gt;
&lt;br /&gt;
When attempting to counter the Wasp&#039;s be careful because their path will change over time as the Hive moves. Flak cannons are a cheap and reliable way to take out the relatively weak Wasps, and the wide area of effect of their attacks handles large numbers of Wasp&#039;s better. But the Falcon&#039;s limited range means that as the Hive moves, they may not be able to target the Wasp&#039;s any longer. Icarus SAM&#039;s longer range will allow them to be more forgiving of the Hives movement, but they will be overwhelmed if too many Hives are producing Wasps at once. Rail Guns without the Shotgun upgrade are also a cheap way of killing small numbers of Wasps as they spawn.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Floating Factory&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile Factory&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
There are certain rules that are universal on the battlefield. Parameters of what is possible and practical in any given situation. These include the importance of supply lines, deploying transports and sourcing reinforcements during extended engagements. Well, turns out these things can get around those problems just fine and now I need to setup new protocol for dealing with these floating factories.&lt;br /&gt;
&lt;br /&gt;
If Milton and Polina are right these things are using a universal constructor. Not that having a UC explains how these things are getting all their resources for building things. It took far too long for us to notice that the invaders we were seeing had come from in front of the line. Just one of these things damn near built an entire swarm for itself before we could redeploy the Carpathia&#039;s emergency turrets.&lt;br /&gt;
&lt;br /&gt;
Now all I can think about is what other surprises do our friends have for us come the morn.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Floating Factory is tough but lacks shields so is best countered by Minos Cannons, Particle Lasers and Corrosion Mortars. The Floating Factory can only support a maximum number of Scarabs but they&#039;re rapidly replenished over time so you can use this to your advantage by getting Metal from the Scavenger Modules over time. The Floating Factory lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them overtime.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Taskmaster&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Support&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Something immediately apparent to us when we started to take apart the &amp;quot;Taskmaster&amp;quot; are some similarities to the Capacitors we looked at earlier. The configuration is different but using the same configuration of in series room temperature superconductor capacitors. My best guess is that this is a sub-class or maybe an evolution on the previous design. With the numbers on the field it suggests there might be a surplus stock of the older units.&lt;br /&gt;
&lt;br /&gt;
The main difference between these and the other units are of course what it uses its energy stores for. A quad multi-gimbled array at the fore of the construct creates a specially attuned channel of energy between it and its targets. It supplements the energy reserves in other units, allowing them to maintain weapons and defensive systems whilst increasing power to the gravity-channeling engine pads.&lt;br /&gt;
&lt;br /&gt;
Sadly, the scarcity of these units has hampered our ability to glean more. Although with some time I think we can reverse engineer the principle mechanism they use, perhaps even modifying some components from the recovered capacitors. Maybe Husk will sign off on a little side project. It is even possible we could learn how to transfer more power to our own turrets from the Carpathia. Just need to be cautious of increased equipment degradation.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Taskmasters have relatively low damage so they pose little threat individually, but the speed buff they provide to other units allows them to rush past defenses. Taskmasters do not have shields and are best countered with Minos Cannons, Particle Lasers and Corrosion Mortars. Gravity Wells and EMP can be useful to slow enemies sped up by the Taskmaster. A single Taskmaster buffing a large group of enemies can be sniped with Disruption Beam.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Clutch of Eggs&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Ground Carrier&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Seeing one of these for myself I think we can safely match it with some of the early reports of &amp;quot;spider aliens&amp;quot; that came from the colonists. The &amp;quot;Clutch of Eggs&amp;quot; seems to be loosely based on the planet&#039;s native wildlife. Why this is remains unclear to me. One possible intention is a psychological ploy on the remaining colonies. Another is that the invaders are somehow mimicking that which they encounter, which would certainly explain some of the human elements of the technology we have discovered.&lt;br /&gt;
&lt;br /&gt;
Deviating from their use of gravity channeling this unit&#039;s appendages are quite something. Instead of servos and traditional mechanical engineering they use a kind of synthetic musculature with ligaments. Nothing biological but certainly trying to mimic something naturally evolved as close as is possible. This is also technology similar to what Darius Robotics already possesses but I am sure our superiors will want samples which we have taken for future study.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The clutch is as tough as a heavy cruiser and without shields so make sure to use Minos Cannons, Particle Lasers and Corrosion Mortars. The Minos Cannon&#039;s Violent Overload upgrade is devastating against Clutch of Eggs as the explosion destroys the Hatchlings as they spawn. The Clutch lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them over time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Hatchling&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Skirmisher&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
When we first began my, I guess I will call it a dissection of one of the recovered &amp;quot;Hatchlings&amp;quot; I was expecting much of the same. Much to my surprise, these things are not entirely synthetic like the Clutch itself. Or perhaps at least not entirely cybernetic, the truth might be a little stranger still.&lt;br /&gt;
&lt;br /&gt;
Instead of a plasma weapon or just robotic mandibles, the hatchlings have a kind of acidic bile chamber in their abdomen. More amazingly the corrosive being produced in this… component… organ? I am going with organ. Anyway, it is biological but produced by these incredibly productive microbes, not unlike stomach bacteria, except they make this bile substance. I am no xenobiologist but with the help of Milton we are learning more about these microbes on an almost hourly basis.&lt;br /&gt;
&lt;br /&gt;
These are engineered, but why? No definitive answers yet. I am going to consult Persephone&#039;s messages again. Maybe I missed something.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hatchlings can be countered with the same tactics as other frigates, although they&#039;re tougher than and still as fast as Reapers. Mortars, Arc Projectors, Shotguns and Artillery Posts all can be used to counter Hatchlings, while Milton and Lure can takeout huge amounts of them.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Harridan&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Native Lifeform&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Organic&amp;lt;br&amp;gt;&lt;br /&gt;
Fossils indicate that other large species once inhabited Centauri, but Harridans became such a dominant predator that they have wiped them out. After doing so, Harridans formed into clusters of a few individuals to large groups of thousands. Clusters wage brutal, cannibalistic war against each other when they are forced into the same region, but largely respect their boundaries.&lt;br /&gt;
&lt;br /&gt;
They seem content to leave our colonies alone as long as we stay away from their area, but are fiercely aggressive if we come too close.&lt;br /&gt;
&lt;br /&gt;
Oddly, all specimens examined so far have been male.&lt;br /&gt;
&lt;br /&gt;
- Notes of Dr. Vanessa &amp;quot;Persephone&amp;quot; Seo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Beware large groups of Harridan. They will not attack your colony unless provoked, but if you build a tower to close to them its targeting system will fire on them and draw the attention of the entire cluster.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Punisher&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Air Engagement&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like Milton was right. They have continuing to escalate. We now have one of those good news, bad news, situations down in the machine shop. Enough of these things were shot out of the sky for us to have a gluttony of them to pick apart. That&#039;s the good news. But the more we learn the more questions keep getting raised, it&#039;s like they are mocking me.&lt;br /&gt;
&lt;br /&gt;
Our turret teams are calling the &amp;quot;Punishers&amp;quot; bombers, but they are not strictly speaking bombers. They have radar and lidar suites positioned very clearly for horizontal, in flight, sensor input. It is all situational, but it looks like these are hybrid fighter/bomber units. Able to turn their weapons to other aircraft or ground targets. The question is, who are they fighting in the air? The colonists had nothing like that, not even an old MiG and with gravity channeling our friends here are far more maneuverable.&lt;br /&gt;
&lt;br /&gt;
Best working hypothesis? These were obviously not made for attacking us. So, whoever they are have been fighting some other war. And here I am with more questions than answers again. Who were they fighting? Why are they here killing civilians? What do they want?&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Punishers can be countered by both Falcon&#039;s and Icarus SAM&#039;s. Many Falcons will be required to destroy a Punisher before it flies out of range, but the large splash and take out an entire wave. Icarus SAM&#039;s are more reliable against Punishers and can take out individual ones quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Sparrow&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Air Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Flying enemy unit designated &amp;quot;Sparrow&amp;quot; identified as escalating stratagem. Priorities in Carpathia deployment are being realigned. Analysis of Sparrow indicates a modification of gravity channeling technology with similarities to post-human designs. Weaponry is light but compensates with large formations to overwhelm existing limited anti-air capabilities.&lt;br /&gt;
&lt;br /&gt;
Air-to-air capabilities unclear. Querying Darius Robotics restricted database confirms several options available. Milton construct adaptation also possible. Final advisement is to maximize anti-air capabilities to increase preservation hope for Carpathia and secondary colonial assets.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // ae6a29d140f193ac8b2a567a54eb4bbe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Flocks of Sparrows are so numerous that they can overwhelm Icarus SAM&#039;s. Numerous Falcon Anti-air turrets are essential to taking down Sparrows, although the Arc Projector with the Storm Projector upgrade is also effective against them.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Harbinger&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Heavy Bomber&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
I think we&#039;re starting to make them angry, whoever they are. This new gunship like thing they&#039;ve thrown at us is powerful but slow, vulnerable to concentrated firing solutions. Its appearance first made me think it was a bomber, some vague similarities to the old thermonuke bombers I remember from the old war films. Thinking on it the thing is closer to the old &amp;quot;Spooky&amp;quot; gunships, maintaining a circling flight pattern over it rains crimson death.&lt;br /&gt;
&lt;br /&gt;
Putting my team to task they have come up with some upgrades to our anti-air defenses. Hopefully our opponent&#039;s ability to field these things is limited. This is all going to damn slow and I get the feeling that Darius knew more than he was letting on about what we would be facing out here. A single ship, even one as armed as the Carpathia, is just not good enough. I know there were other colony ships we could have retrofitted, speed the evacuation along. What is he not telling me?&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Harbinger is an extremely tough air unit and large numbers of upgraded Icarus SAM&#039;s are suggested to take it out. Disruption Beam is especially useful at destroying it in a single cast. The Harbinger has high damage so if it gets within range of your buildings, use Reinforcements to soak up the damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Vulture&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Heavy Bomber&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
We lost some people today. Good men and women working at one of the refineries. Those damn things changed the rules, or as our AI friend might say, the parameters of the situation. Something new flew in, we had some anti-air on the ridge, thought it would be enough. Then they started taking out the turrets. All of them. Before we could get new ones down their ground forces broke through the melted down the whole site.&lt;br /&gt;
&lt;br /&gt;
The crew has already started calling them &amp;quot;Vultures&amp;quot; and they&#039;ve been taking out our turrets for the rest of their horde all day. Nasty little things. But it proves I&#039;m right. They&#039;re toying with us. Why not attack us like this before? Why now? It&#039;s because we got confident, I got confident, and they reminded us of that. I won&#039;t leave people out in the field like that again.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Vulture is extremely tough and will attack any towers near it. A massive group of upgraded Icarus SAM&#039;s are needed to take it out, and you&#039;ll need to finish it quickly before it can destroy your towers. Disruption Beam is the best way to take it out before it can deal with any damage. The Vulture attacks based on proximity so surround upgraded towers with something cheap such as Rail Guns to soak up the damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gliding Crane&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Air Transport&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
We got one of the Gliding Crane&#039;s, half of it almost entirely in one piece, onto the Carpathia. Some unusual design choices in the gravity-channeling. Since these aircraft are designed to carry their compatriots around, they require more variable systems, accommodating not only for the added weight but changes in the airframe&#039;s impact on local space-time. It is a singular problem that we are still struggling with back home as well.&lt;br /&gt;
&lt;br /&gt;
Obviously, we tried to get some power into one of the engines and perform some limited tests. This did not go well. It tore free from its harness and nearly killed two people before the power feed disconnected. We now know these engines are more powerful than we first thought, but we are still need sometime to work out the right interface.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Gliding Crane is a heavy air unit and practically immune to damage from the Falcon. Many Icarus SAM&#039;s, preferably upgraded are required to take it down. Overcharging an Icarus SAM or casting Disruption Beam can prove very useful. Gliding Cranes drop heavy frigates or light cruisers which can be cleaned up with Rail Guns, Milton or Lure. If the Gliding Cranes are able to drop troops, intentionally or not, call down a Scavenger Module to get bonus Metal from the destroyed units.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Overmind&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Assault&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Dreadnought&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy unit designated &amp;quot;Overmind&amp;quot; has been identified as a high threat target. Target demonstrated improved endurance under sustained attack. Preliminary analysis indicates a heavy design investment in overlapping redundant EM shield generators. The cost in this philosophy is shown in increased power draw and reduced offensive capability for an opponent of its size. Its main vulnerability is the lack of speed and firepower at its disposal.&lt;br /&gt;
&lt;br /&gt;
Tactical needs necessitate early engagement, focus on breaking heavy shielding and armor before target gets in range of vulnerable assets. Construct shell has significant function in this role.&lt;br /&gt;
&lt;br /&gt;
Advanced shielding technology is of interest in Darius Robotics. Secondary objective to recover intact generators from wrecks. Analysis continues.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // d8b2cc5e958ce2bd0bb2ce57a9cd09be&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Overmind has almost double the amount of shields compared to health, so Ion Disrupters are invaluable. After shields have been disabled, use Overcharged on a Minos Cannon or Disruption Beam to take out the exposed hull. The Overmind still has a tough hull so Pulse Cannons are unlikely to be enough, unless there is massive numbers with the Disruption Upgrade for stacking stuns.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Retributor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Assault&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Dreadnought&amp;lt;br&amp;gt;&lt;br /&gt;
If we needed proof that our efforts are angering our enemy this is it. We&#039;ve only encountered one of these things so far. I sent Milton&#039;s construct out to meet it and while our robotic friend kept it occupied repositioned the artillery for full saturation. No luck. It tore through Milton with these energy beam weapons it has gimbaled at the front. The green death reminded me of an old story, but unlike that fantastic and terrible tale this thing is real.&lt;br /&gt;
&lt;br /&gt;
Our one advantage was that this thing is slow, real slow. Gave us time to hit it with everything we&#039;ve got. Eventually a single strike from the Carpathia itself cracked the leviathan open. We must&#039;ve hit something vital inside, a violent explosion sent a shockwave and shrapnel from its cracked armor. I dread to think what kind of damage it could and would have inflicted had it made to the shelters.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Retributor has minimal shields compared to its hull so Ion Disrupters aren&#039;t necessary, though the Ion Cannon Defense Scrambling upgrade still proves useful. Stack many upgraded Minos Cannons into a tight kill zone, and use Particle Lasers with Graviton Beam and Gravity Wells for slow, Stasis Hammers for Stuns and Amplifiers for additional damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Nest of the Queen&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile Factory&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Juggernaut&amp;lt;br&amp;gt;&lt;br /&gt;
Teleportation of inorganic matter through quantum entanglement has been demonstrated in the Charon design, but the process remains expensive and complex. Reconstruction errors or signal failure invalidate entire transmissions. The larger and more complex the object being teleported, the more likely this becomes.&lt;br /&gt;
&lt;br /&gt;
The Nest of the Queen improves on this process by only teleporting raw materials. The Nest operates as a floating factory, creating complex structures out of the raw materials. In this design, reconstruction failures can be isolated to a few molecules of rejected material and signal failures may slow production, but don&#039;t impact the ships that are being created.&lt;br /&gt;
&lt;br /&gt;
The downside of this design is the enormous platform required to manufacture the ships. The Nest of the Queen is less a warship, and more of an industrial machine with a massive welding laser attached to the front. Originally this was intended to allow the Nest to mine resources on its own, though it works as well on buildings or other ships&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nest is an incredible tough dreadnought and will need heavy firepower of upgraded Minos Cannons, especially with Overcharge, to take it down. Combine with support towers such as an Amplifier, Stasis Hammers, Ion Cannon with the Defense Scrambling upgrade and Particle Lasers with the Graviton Beam upgrade. Try to space out your defenses so they aren&#039;t all disabled by the Falling Stars that spawn over time. Use EMP or Temporal Shift to buy extra time for your defenses to take out the Stars and the Nest.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Heart of the Phoenix&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Assault&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Juggernaut&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy unit designated &amp;quot;Heart of the Phoenix&amp;quot; is Omega-class threat to mission objectives. Restoration of final entry from Post-Human Keter designation Persephone offer key observational data:&lt;br /&gt;
&lt;br /&gt;
- Phoenix possessed substantial armaments greater than all prior threats.&amp;lt;br&amp;gt;&lt;br /&gt;
- Intruder was pacified at 107 meters from target.&amp;lt;br&amp;gt;&lt;br /&gt;
- Intruder reconstituted and resumed its ingress.&lt;br /&gt;
- At 10 meters Omega-class threat designation &amp;quot;Heart of the Phoenix&amp;quot; pacifies Post-Human Persephone&lt;br /&gt;
&lt;br /&gt;
Final transmission logged. Analysis concluded. Executing backup cycle.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // cda8baeee73088681d9c4be1ef0af316&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The toughest unit the enemy can field and incredibly difficult to take down. Multiple Minos Cannons are required, preferably level 3 and utilizing Overcharge for extra firepower. Combine with support towers such as an Amplifier, Stasis Hammers, Ion Cannon with the Defense Scrambling upgrade and Particle Lasers with the Graviton Beam upgrade.&lt;br /&gt;
&lt;br /&gt;
Ensure it&#039;s not killed in range of only a few defenses and careful killing it with Disruption Beam else you may lack the firepower to take the Egg down before it respawns. Shields can be dropped with an Upgraded EMP and the Nova Cannon&#039;s Field Leak upgrade can also prove very useful as the Phoenix has fast regeneration. If the Phoenix is able to get past your defenses, use Temporal Shift to buy more time.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Enemy_Units&amp;diff=98</id>
		<title>Enemy Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Enemy_Units&amp;diff=98"/>
		<updated>2022-04-04T19:41:05Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: Created page with &amp;quot;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}} {{HeaderTemplate |welcome=Enemy Units }} {{SectionTemplate |h=h1 |title=Masochist |content= &amp;#039;&amp;#039;&amp;#039;History&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Role: Skirmisher&amp;lt;br&amp;gt; Class: Frigate&amp;lt;br&amp;gt; First time I saw one of those things on the reports it reminded me of a tropical plant. I know this isn&amp;#039;t scientific but something deep inside is screaming at me that it isn&amp;#039;t human. Milita...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Enemy Units&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Masochist&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Skirmisher&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
First time I saw one of those things on the reports it reminded me of a tropical plant. I know this isn&#039;t scientific but something deep inside is screaming at me that it isn&#039;t human. Military hardware, machines designed by humans to kill other humans have an intimidation factor about them. They are big with sharp edges and no sense of humor. Not sure if it is always a conscious choice but there we are. Even the post humans just can&#039;t get away from building military hardware like that, no matter what they might say about subsuming their reptile brain.&lt;br /&gt;
&lt;br /&gt;
What did the colonists think and feel when they first saw one of these things approach their homes. Surprise? Fear? Wonder? The unknown knocking on their doorstep and the promise of something else. Then the pain, destruction and senseless death. These people were not soldiers, they were families. And this thing is not an exotic alien ship, it&#039;s a killer.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rail Guns, especially with the Shotgun upgrade, are devastating against Masochists. Drone Bays on large maps are also a nice counter as are many Pulse Cannons which are versatile. Small amounts of splash damage such as Mortars and Arc Projectors are ineffective due to the higher health pool of the Masochist compared to other frigates, but a critical mass of many splash towers can be deadly.&lt;br /&gt;
&lt;br /&gt;
Beware of relying on towers with long reloads such as Particle Lasers and Minos Cannons, especially as they can overkill the same Masochist. Reinforcements, Milton and Lure are also excellent ways of helping your defenses against Masochists.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Capacitor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Rush&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
This is an odd beast. We are still trying to categorize and prioritize the different invaders. It is not a holistic process. But this is the first one that has me questioning the true purpose of these things. We are certain that these units were not originally made for combat, at least not directly. The design incorporates two large banks of supercapacitors which mostly go unused in its current configuration. My guess is they are some kind of energy transports, or they were.&lt;br /&gt;
&lt;br /&gt;
And then there is the pattern of behavior these units demonstrate. It is obvious that whatever intelligence is sending these is doing so with no intention of self-preservation. They are small and fast enough to get past our interceptors and rush the colony. Some small mercy is the weapon they possess, which I suspect is just a modified EM projector of some kind. It is not very damaging, but can still kill multiple humans in one shot, electrifying walls and floors.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other frigates, Capacitors are difficult to counter with indirect fire such as the Mortar and Artillery Post due to their extremely fast speed. They will also ignore summoned units and go straight for structures. Arc Projectors and Rail Guns with the Shotgun upgrade are the best means of destroying Capacitors due to instant projectile speed. The Incendiary Payload upgrade on the Artillery Post helps greatly as they will take high damage from the fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Reaper&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
Wreckage recovery and forensic studies have provided initial data sets on the enemy designated &amp;quot;Reaper&amp;quot;. Consensus amongst human technicians coordinated by Milton submind 2-C has determined several key points with a reasonable certainty to within 98.44%%. Be advised that this analysis is ongoing and future modification of consensus is likely before mission completion.&lt;br /&gt;
&lt;br /&gt;
Reaper unit&#039;s construction is simple yet rugged. No EM shielding. Minimal armor plating. Redundancies are built to maintain main weapon functionality. Main weapon is a type of energy &amp;quot;particle lance&amp;quot; which has similarities to some of our plasma systems. Details of this will be transmitted back to Darius Robotics. Metallurgical analysis inconclusive, as with most units.&lt;br /&gt;
&lt;br /&gt;
Tactical recommendation: Ensure destruction before given chance to swarm assets.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // 1dadc62772a5f6684e41cd6bfae9f978&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The massive number count of the Reapers render slow firing turrets worthless against them. Gun Turrets, especially with the Shotgun upgrade, can be used to cleanup or soften groups of Reapers, but more dedicated splash towers such as the Arc Projector and Mortar are needed to deal with thicker waves. Milton&#039;s missile attack is absolutely devastating against Reapers, so be sure to hold onto him until he is needed if Reapers are to be expected.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Scarab&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Heavy Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
Hostile force continues to adapt. Indicates familiarity with Carpathia weaponry and tactics. New hostile designation &amp;quot;Scarab&amp;quot; has 87.29%% match with &amp;quot;Reaper&amp;quot; construct. Variation on original design sacrifice speed for durability. Useful material for study difficult to obtain as escalation prevents post-engagement recovery. Mass deployment still standard pattern of assault.&lt;br /&gt;
&lt;br /&gt;
Tactical recommendation: Advise higher firepower concentration before swarms reach mission critical assets.&lt;br /&gt;
&lt;br /&gt;
Updating report for Darius Robotics. Analysis continues.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // 9d51bb99655fb416d853875b21534f6a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scarabs are especially vulnerable to splash damage from Mortars and Artillery Posts. Chain Lightning on Arc Projectors is also powerful. But due to the slow speed and tight nature of Scarabs, Corrosion Mortars with the Contagious Virus upgrade are especially deadly while quite cheap. Large numbers of Scarabs can also be taken out with a Lure or the Volatile Reaction upgrade from the Minos Cannon.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Martyr&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
The shield generators on the Martyrs are impressive. None of the underlying technology here is new, in fact many of the principles are well known and we are certain the post-humans use it. But nothing we have built is anywhere near this efficient. Field leaks are almost non-existent with these units vastly reducing the power use and size of them.&lt;br /&gt;
&lt;br /&gt;
Of course, it would be great if we could reverse engineer one of the units. Our universal constructors could create something of a similar build quality. Except, there are two problems. The first is the complexity of the picoscale components means that they are inevitably damaged beyond recovery in every wreck so far. Second, we are missing some exotic components that I have not yet identified.&lt;br /&gt;
&lt;br /&gt;
What we have recovered Milton has encrypted and already forwarded to Darius Robotics. I feel no shame in admitting that I envy whoever gets one of these devices working.&lt;br /&gt;
&lt;br /&gt;
-Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other frigates, Martyrs are heavily resistant to Arc Projectors and Mortars due to their tough shields. The area of effect shield damage from the Nova Cannon is devastating against Martyrs, allowing traditional splash towers to finish them off. Artillery Posts also have enough firepower to blast through the shields but are a more expensive investment. Martyrs have mediocre damage so Reinforcements can buy a lot of time and Lure has enough firepower to demolish large groups of Martyrs that are pulled to attack it.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Destructor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Bombardment&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate threat identified. Hostile designation &amp;quot;Destructor&amp;quot; has been confirmed as active presence. Data recovery from exhumed colonial remains matches to within a 98.42%% probability. High-yield plasma artillery weaponry identified with consistent scorch patterns on destroyed colony sites.&lt;br /&gt;
&lt;br /&gt;
Primary objective to eliminate hostile before entering range of assets. Secondary objective to capture or recovery intact unit for study.&lt;br /&gt;
&lt;br /&gt;
Plasma weaponry of interest to Darius Robotics. Analysis continues.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // ab179b9743d389ebee2870de2698e065&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Destructors are weaker than other cruisers but have high damage given their numbers, so it&#039;s important to focus them down before they enter range of buildings. Corrosion Mortars and Particle Lasers are excellent counters, as well as Overcharging a Minos Cannon is especially effective. The high damage of Destructors makes Reinforcements weak against them, but Lure will detonate a large group of Destructors for high damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Corrupted Healer&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Support&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
We finally acquired one of the &amp;quot;healers&amp;quot; which have been making things more difficult. This one is only half slag, the captain said to make it count since there is no way he is telling our forces to go easy. Now that I have had a closer look some things stood out almost immediately. We always knew there was something out of the place with the healers, as they do not conform to the design of the other intruders but now, I know why.&lt;br /&gt;
&lt;br /&gt;
It is posthuman.&lt;br /&gt;
&lt;br /&gt;
At least, I am pretty sure it was posthuman. This type of gravity-channeling and the repair systems being used were something I remember seeing during the program. Very different from the other units. My theory is that these were Persephone&#039;s that she either brought with her or built when the invasion started. Whatever we are fighting got hold of them and reprogrammed them. At least, that&#039;s the only logical conclusion, even if the computer systems were not fried, I am not going to risk plugging it into even a quarantined system on the Carpathia.&lt;br /&gt;
&lt;br /&gt;
One last thing I noticed is the jury-rigging of a weapons system on it. Not intended to fit on the chassis and probably not a real threat by itself. The real problem with these things is their ability to restore ablative armor almost instantaneously using a nanite stream from an onboard constructor module.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Corrupted Healers repair damage to nearby units. Beware staggering defenses against enemies supported by Healers over long distances as the Healers will allow them to recover between bursts. Large groups of Healers can be splashed with Mortars or Artillery posts, while small numbers can be taken out with Rail Guns, Particle Lasers and Corrosion Mortars. Healers have low damage so don&#039;t panic if they sneak through to your Colony, they can be stalled with Reinforcements or Lure for some time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Falling Star&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile EMP&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Glowing orbs floated through the fog like will-o-wisp&#039;s. They reminded us of the Earth&#039;s moon, serene and beautiful. Gradually they moved closer to our colony and some argued they could be a threat. Paranoid, we fired a defensive turret at the closest one. It exploded in a flash of light, and with it our entire colony went dark. The turrets were down and the flood lights went off. Even the doors remained closed, trapping colonists outside with the other orbs. Then they came for us, silver light in the darkness, and we were defenseless.&lt;br /&gt;
&lt;br /&gt;
- Unknown colonist log from the last day of Ciacco colony&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Falling Stars are low damage but disable nearby towers when destroyed. Because of this be careful when placing too many towers close together, as they could all be disabled at once. Overcharging a Minos Cannon to rapidly snipe them from afar is a potent strategy.&lt;br /&gt;
&lt;br /&gt;
Alternatively, using Ion Disrupters to disable their shields next to a Corrosion Mortar works very well as the damage-over-time causes the Falling Star to detonate safely out of range of your defenses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Eradicator&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Tank&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Eradicator shields appear to be based on a plasma window similar to those developed by Ady Herschcovitch at the Brookhaven National Laboratory. The plasma is held in a magnetic field and by vaporizing incoming projectiles, it provides considerable thermal and ballistic protection to the ship./n/nThe shield is transparent, which by definition, means that the shield should not affect lasers. But lasers are stopped by the shields as well. It is unknown if the Substrate have developed some advanced form of photochromatics that causes the shield to become opaque when exposed to lasers, or if there is other technology at work.&lt;br /&gt;
&lt;br /&gt;
- Exert from the Journal of Post-Human Weaponmaster Archimedes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Eradicators have powerful shields that quickly replenish when they aren&#039;t taking damage. Look to concentrate damage to destroy them, especially from high damage towers like Minos Cannons and Particle Laser.&lt;br /&gt;
&lt;br /&gt;
Ion Disrupters, Nova Cannons or an upgraded EMP blast will drop their shields and leave them vulnerable to attack. Alternatively, stacking Pulse Cannons can ignore their shields and destroy the hull directly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Hooded Turbine&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Rush&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Just when I thought we were done with any new surprises these things turn up. Judging by what the team is telling me these things are massively over-engineered with multiple EM generators. Multiple shields reinforce one another keeping making it tough to break through even with the right weaponry. Worst part though is how quick it is. All engine and shields, a blockade runner being sent to harass and take out key targets.&lt;br /&gt;
&lt;br /&gt;
Fortunately, this is where Milton&#039;s constructs can help. The current working strategy is to keep them bottled up when they attack. With enough EMP damage their shields do eventually fall and at that point we can take them out. The bigger impact is psychological. Some of our gunners are getting jumpy about these things.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The low health and high shields of Hooded Turbines makes them vulnerable to Pulse Cannons and Ion Disrupters. Though their extremely fast speed makes them speed past other defenses including the slow projectile of Nova Cannons.&lt;br /&gt;
&lt;br /&gt;
The Colony Pulse upgrade is also very useful incase Pulse Cannons are unable to fully destroy them. Combining both Corrosion Mortars with an Ion Disrupter is an excellent pair for high damage-over-time while the shield has been depleted.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Mobile Nullifier&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Support&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Physics just changed its rules. I have heard rumors about things like this. Mostly from the direction of the Post-Human Coalition. They are serious about establishing law and order amongst the rank and file, but to do that they need a way of preventing one another from interfering. The Carpathia&#039;s systems are partly Promethean, even if Darius refuses to admit it, I know where the universal constructors and energy field manipulators are from. Problem is this technology counters it.&lt;br /&gt;
&lt;br /&gt;
The mobile nullifiers use what, for the sake of the captain, can be understood as jammers. They block all our orbital tactical tools, even Milton is not able to get past it with a submind. How it does that is the interesting part of that. My working theory is a kind of localized quantum waveform resonance that counters non-localized entanglement. On the bright side this has a debilitating effect on induced gravity meaning that the nullifiers are slow to move.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nullifiers have heavy shields and a weak hull so investing in Pulse Cannons is an excellent counter. Alternatively, combining Ion Disruptors with Minos Cannons, Particle Lasers and Corrosion Mortars is another effective strategy. Make sure to pre-emptively Overcharge or deploy summons as it can&#039;t be done near the Nullifier.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Rolling Hive&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile Factory&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Manufacturing doesn&#039;t describe the process the Hive uses to produce Wasps. Incubating would be a better term. Though they are completely synthetic the Wasp design begins as an almost larval type construct whose only purpose is to grow and add to itself. Internal Hive workers provide resources needed for the growth and once activated the larva quickly goes from a simple encoded stored strip, to a wet, ravenous organism, to a fully functional weaponized drone.&lt;br /&gt;
&lt;br /&gt;
The Hive itself is a highly armored and shielded deployment platform designed to allow our enemies to launch air assaults to and from any location.&lt;br /&gt;
&lt;br /&gt;
- Exert from the Journal of Post-Human Weaponmaster Archimedes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Rolling Hive is a tough cruiser best countered by Minos Cannons or Disruption Beam before it can spawn large numbers of Wasps. The Hive lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them overtime. If Hives are unable to be destroyed fast make sure to put enough air defense in place to counter the Wasp&#039;s they produce.&lt;br /&gt;
&lt;br /&gt;
When attempting to counter the Wasp&#039;s be careful because their path will change over time as the Hive moves. Flak cannons are a cheap and reliable way to take out the relatively weak Wasps, and the wide area of effect of their attacks handles large numbers of Wasp&#039;s better. But the Falcon&#039;s limited range means that as the Hive moves, they may not be able to target the Wasp&#039;s any longer. Icarus SAM&#039;s longer range will allow them to be more forgiving of the Hives movement, but they will be overwhelmed if too many Hives are producing Wasps at once. Rail Guns without the Shotgun upgrade are also a cheap way of killing small numbers of Wasps as they spawn.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Floating Factory&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile Factory&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
There are certain rules that are universal on the battlefield. Parameters of what is possible and practical in any given situation. These include the importance of supply lines, deploying transports and sourcing reinforcements during extended engagements. Well, turns out these things can get around those problems just fine and now I need to setup new protocol for dealing with these floating factories.&lt;br /&gt;
&lt;br /&gt;
If Milton and Polina are right these things are using a universal constructor. Not that having a UC explains how these things are getting all their resources for building things. It took far too long for us to notice that the invaders we were seeing had come from in front of the line. Just one of these things damn near built an entire swarm for itself before we could redeploy the Carpathia&#039;s emergency turrets.&lt;br /&gt;
&lt;br /&gt;
Now all I can think about is what other surprises do our friends have for us come the morn.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Floating Factory is tough but lacks shields so is best countered by Minos Cannons, Particle Lasers and Corrosion Mortars. The Floating Factory can only support a maximum number of Scarabs but they&#039;re rapidly replenished over time so you can use this to your advantage by getting Metal from the Scavenger Modules over time. The Floating Factory lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them overtime.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Taskmaster&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Support&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Something immediately apparent to us when we started to take apart the &amp;quot;Taskmaster&amp;quot; are some similarities to the Capacitors we looked at earlier. The configuration is different but using the same configuration of in series room temperature superconductor capacitors. My best guess is that this is a sub-class or maybe an evolution on the previous design. With the numbers on the field it suggests there might be a surplus stock of the older units.&lt;br /&gt;
&lt;br /&gt;
The main difference between these and the other units are of course what it uses its energy stores for. A quad multi-gimbled array at the fore of the construct creates a specially attuned channel of energy between it and its targets. It supplements the energy reserves in other units, allowing them to maintain weapons and defensive systems whilst increasing power to the gravity-channeling engine pads.&lt;br /&gt;
&lt;br /&gt;
Sadly, the scarcity of these units has hampered our ability to glean more. Although with some time I think we can reverse engineer the principle mechanism they use, perhaps even modifying some components from the recovered capacitors. Maybe Husk will sign off on a little side project. It is even possible we could learn how to transfer more power to our own turrets from the Carpathia. Just need to be cautious of increased equipment degradation.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Taskmasters have relatively low damage so they pose little threat individually, but the speed buff they provide to other units allows them to rush past defenses. Taskmasters do not have shields and are best countered with Minos Cannons, Particle Lasers and Corrosion Mortars. Gravity Wells and EMP can be useful to slow enemies sped up by the Taskmaster. A single Taskmaster buffing a large group of enemies can be sniped with Disruption Beam.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Clutch of Eggs&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Ground Carrier&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Seeing one of these for myself I think we can safely match it with some of the early reports of &amp;quot;spider aliens&amp;quot; that came from the colonists. The &amp;quot;Clutch of Eggs&amp;quot; seems to be loosely based on the planet&#039;s native wildlife. Why this is remains unclear to me. One possible intention is a psychological ploy on the remaining colonies. Another is that the invaders are somehow mimicking that which they encounter, which would certainly explain some of the human elements of the technology we have discovered.&lt;br /&gt;
&lt;br /&gt;
Deviating from their use of gravity channeling this unit&#039;s appendages are quite something. Instead of servos and traditional mechanical engineering they use a kind of synthetic musculature with ligaments. Nothing biological but certainly trying to mimic something naturally evolved as close as is possible. This is also technology similar to what Darius Robotics already possesses but I am sure our superiors will want samples which we have taken for future study.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The clutch is as tough as a heavy cruiser and without shields so make sure to use Minos Cannons, Particle Lasers and Corrosion Mortars. The Minos Cannon&#039;s Violent Overload upgrade is devastating against Clutch of Eggs as the explosion destroys the Hatchlings as they spawn. The Clutch lacking a regenerating shield makes them especially vulnerable to Corrosion Mortars softening them over time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Hatchling&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Skirmisher&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Frigate&amp;lt;br&amp;gt;&lt;br /&gt;
When we first began my, I guess I will call it a dissection of one of the recovered &amp;quot;Hatchlings&amp;quot; I was expecting much of the same. Much to my surprise, these things are not entirely synthetic like the Clutch itself. Or perhaps at least not entirely cybernetic, the truth might be a little stranger still.&lt;br /&gt;
&lt;br /&gt;
Instead of a plasma weapon or just robotic mandibles, the hatchlings have a kind of acidic bile chamber in their abdomen. More amazingly the corrosive being produced in this… component… organ? I am going with organ. Anyway, it is biological but produced by these incredibly productive microbes, not unlike stomach bacteria, except they make this bile substance. I am no xenobiologist but with the help of Milton we are learning more about these microbes on an almost hourly basis.&lt;br /&gt;
&lt;br /&gt;
These are engineered, but why? No definitive answers yet. I am going to consult Persephone&#039;s messages again. Maybe I missed something.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hatchlings can be countered with the same tactics as other frigates, although they&#039;re tougher than and still as fast as Reapers. Mortars, Arc Projectors, Shotguns and Artillery Posts all can be used to counter Hatchlings, while Milton and Lure can takeout huge amounts of them.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Harridan&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Native Lifeform&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Organic&amp;lt;br&amp;gt;&lt;br /&gt;
Fossils indicate that other large species once inhabited Centauri, but Harridans became such a dominant predator that they have wiped them out. After doing so, Harridans formed into clusters of a few individuals to large groups of thousands. Clusters wage brutal, cannibalistic war against each other when they are forced into the same region, but largely respect their boundaries.&lt;br /&gt;
&lt;br /&gt;
They seem content to leave our colonies alone as long as we stay away from their area, but are fiercely aggressive if we come too close.&lt;br /&gt;
&lt;br /&gt;
Oddly, all specimens examined so far have been male.&lt;br /&gt;
&lt;br /&gt;
- Notes of Dr. Vanessa &amp;quot;Persephone&amp;quot; Seo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Beware large groups of Harridan. They will not attack your colony unless provoked, but if you build a tower to close to them its targeting system will fire on them and draw the attention of the entire cluster.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Air Engagement&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
It looks like Milton was right. They have continuing to escalate. We now have one of those good news, bad news, situations down in the machine shop. Enough of these things were shot out of the sky for us to have a gluttony of them to pick apart. That&#039;s the good news. But the more we learn the more questions keep getting raised, it&#039;s like they are mocking me.&lt;br /&gt;
&lt;br /&gt;
Our turret teams are calling the &amp;quot;Punishers&amp;quot; bombers, but they are not strictly speaking bombers. They have radar and lidar suites positioned very clearly for horizontal, in flight, sensor input. It is all situational, but it looks like these are hybrid fighter/bomber units. Able to turn their weapons to other aircraft or ground targets. The question is, who are they fighting in the air? The colonists had nothing like that, not even an old MiG and with gravity channeling our friends here are far more maneuverable.&lt;br /&gt;
&lt;br /&gt;
Best working hypothesis? These were obviously not made for attacking us. So, whoever they are have been fighting some other war. And here I am with more questions than answers again. Who were they fighting? Why are they here killing civilians? What do they want?&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Punishers can be countered by both Falcon&#039;s and Icarus SAM&#039;s. Many Falcons will be required to destroy a Punisher before it flies out of range, but the large splash and take out an entire wave. Icarus SAM&#039;s are more reliable against Punishers and can take out individual ones quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Sparrow&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Air Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
Flying enemy unit designated &amp;quot;Sparrow&amp;quot; identified as escalating stratagem. Priorities in Carpathia deployment are being realigned. Analysis of Sparrow indicates a modification of gravity channeling technology with similarities to post-human designs. Weaponry is light but compensates with large formations to overwhelm existing limited anti-air capabilities.&lt;br /&gt;
&lt;br /&gt;
Air-to-air capabilities unclear. Querying Darius Robotics restricted database confirms several options available. Milton construct adaptation also possible. Final advisement is to maximize anti-air capabilities to increase preservation hope for Carpathia and secondary colonial assets.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // ae6a29d140f193ac8b2a567a54eb4bbe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Flocks of Sparrows are so numerous that they can overwhelm Icarus SAM&#039;s. Numerous Falcon Anti-air turrets are essential to taking down Sparrows, although the Arc Projector with the Storm Projector upgrade is also effective against them.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Harbinger&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Heavy Bomber&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
I think we&#039;re starting to make them angry, whoever they are. This new gunship like thing they&#039;ve thrown at us is powerful but slow, vulnerable to concentrated firing solutions. Its appearance first made me think it was a bomber, some vague similarities to the old thermonuke bombers I remember from the old war films. Thinking on it the thing is closer to the old &amp;quot;Spooky&amp;quot; gunships, maintaining a circling flight pattern over it rains crimson death.&lt;br /&gt;
&lt;br /&gt;
Putting my team to task they have come up with some upgrades to our anti-air defenses. Hopefully our opponent&#039;s ability to field these things is limited. This is all going to damn slow and I get the feeling that Darius knew more than he was letting on about what we would be facing out here. A single ship, even one as armed as the Carpathia, is just not good enough. I know there were other colony ships we could have retrofitted, speed the evacuation along. What is he not telling me?&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Harbinger is an extremely tough air unit and large numbers of upgraded Icarus SAM&#039;s are suggested to take it out. Disruption Beam is especially useful at destroying it in a single cast. The Harbinger has high damage so if it gets within range of your buildings, use Reinforcements to soak up the damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Vulture&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Heavy Bomber&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
We lost some people today. Good men and women working at one of the refineries. Those damn things changed the rules, or as our AI friend might say, the parameters of the situation. Something new flew in, we had some anti-air on the ridge, thought it would be enough. Then they started taking out the turrets. All of them. Before we could get new ones down their ground forces broke through the melted down the whole site.&lt;br /&gt;
&lt;br /&gt;
The crew has already started calling them &amp;quot;Vultures&amp;quot; and they&#039;ve been taking out our turrets for the rest of their horde all day. Nasty little things. But it proves I&#039;m right. They&#039;re toying with us. Why not attack us like this before? Why now? It&#039;s because we got confident, I got confident, and they reminded us of that. I won&#039;t leave people out in the field like that again.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Vulture is extremely tough and will attack any towers near it. A massive group of upgraded Icarus SAM&#039;s are needed to take it out, and you&#039;ll need to finish it quickly before it can destroy your towers. Disruption Beam is the best way to take it out before it can deal with any damage. The Vulture attacks based on proximity so surround upgraded towers with something cheap such as Rail Guns to soak up the damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gliding Crane&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Air Transport&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Air&amp;lt;br&amp;gt;&lt;br /&gt;
We got one of the Gliding Crane&#039;s, half of it almost entirely in one piece, onto the Carpathia. Some unusual design choices in the gravity-channeling. Since these aircraft are designed to carry their compatriots around, they require more variable systems, accommodating not only for the added weight but changes in the airframe&#039;s impact on local space-time. It is a singular problem that we are still struggling with back home as well.&lt;br /&gt;
&lt;br /&gt;
Obviously, we tried to get some power into one of the engines and perform some limited tests. This did not go well. It tore free from its harness and nearly killed two people before the power feed disconnected. We now know these engines are more powerful than we first thought, but we are still need sometime to work out the right interface.&lt;br /&gt;
&lt;br /&gt;
- Except from the lab notes of Polina Zhukov&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Gliding Crane is a heavy air unit and practically immune to damage from the Falcon. Many Icarus SAM&#039;s, preferably upgraded are required to take it down. Overcharging an Icarus SAM or casting Disruption Beam can prove very useful. Gliding Cranes drop heavy frigates or light cruisers which can be cleaned up with Rail Guns, Milton or Lure. If the Gliding Cranes are able to drop troops, intentionally or not, call down a Scavenger Module to get bonus Metal from the destroyed units.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Overmind&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Assault&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Dreadnought&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy unit designated &amp;quot;Overmind&amp;quot; has been identified as a high threat target. Target demonstrated improved endurance under sustained attack. Preliminary analysis indicates a heavy design investment in overlapping redundant EM shield generators. The cost in this philosophy is shown in increased power draw and reduced offensive capability for an opponent of its size. Its main vulnerability is the lack of speed and firepower at its disposal.&lt;br /&gt;
&lt;br /&gt;
Tactical needs necessitate early engagement, focus on breaking heavy shielding and armor before target gets in range of vulnerable assets. Construct shell has significant function in this role.&lt;br /&gt;
&lt;br /&gt;
Advanced shielding technology is of interest in Darius Robotics. Secondary objective to recover intact generators from wrecks. Analysis continues.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // d8b2cc5e958ce2bd0bb2ce57a9cd09be&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Overmind has almost double the amount of shields compared to health, so Ion Disrupters are invaluable. After shields have been disabled, use Overcharged on a Minos Cannon or Disruption Beam to take out the exposed hull. The Overmind still has a tough hull so Pulse Cannons are unlikely to be enough, unless there is massive numbers with the Disruption Upgrade for stacking stuns.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Retributor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Assault&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Dreadnought&amp;lt;br&amp;gt;&lt;br /&gt;
If we needed proof that our efforts are angering our enemy this is it. We&#039;ve only encountered one of these things so far. I sent Milton&#039;s construct out to meet it and while our robotic friend kept it occupied repositioned the artillery for full saturation. No luck. It tore through Milton with these energy beam weapons it has gimbaled at the front. The green death reminded me of an old story, but unlike that fantastic and terrible tale this thing is real.&lt;br /&gt;
&lt;br /&gt;
Our one advantage was that this thing is slow, real slow. Gave us time to hit it with everything we&#039;ve got. Eventually a single strike from the Carpathia itself cracked the leviathan open. We must&#039;ve hit something vital inside, a violent explosion sent a shockwave and shrapnel from its cracked armor. I dread to think what kind of damage it could and would have inflicted had it made to the shelters.&lt;br /&gt;
&lt;br /&gt;
- Journal of Thomas Husk, Captain of the Carpathia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Retributor has minimal shields compared to its hull so Ion Disrupters aren&#039;t necessary, though the Ion Cannon Defense Scrambling upgrade still proves useful. Stack many upgraded Minos Cannons into a tight kill zone, and use Particle Lasers with Graviton Beam and Gravity Wells for slow, Stasis Hammers for Stuns and Amplifiers for additional damage.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Nest of the Queen&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Mobile Factory&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Juggernaut&amp;lt;br&amp;gt;&lt;br /&gt;
Teleportation of inorganic matter through quantum entanglement has been demonstrated in the Charon design, but the process remains expensive and complex. Reconstruction errors or signal failure invalidate entire transmissions. The larger and more complex the object being teleported, the more likely this becomes.&lt;br /&gt;
&lt;br /&gt;
The Nest of the Queen improves on this process by only teleporting raw materials. The Nest operates as a floating factory, creating complex structures out of the raw materials. In this design, reconstruction failures can be isolated to a few molecules of rejected material and signal failures may slow production, but don&#039;t impact the ships that are being created.&lt;br /&gt;
&lt;br /&gt;
The downside of this design is the enormous platform required to manufacture the ships. The Nest of the Queen is less a warship, and more of an industrial machine with a massive welding laser attached to the front. Originally this was intended to allow the Nest to mine resources on its own, though it works as well on buildings or other ships&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nest is an incredible tough dreadnought and will need heavy firepower of upgraded Minos Cannons, especially with Overcharge, to take it down. Combine with support towers such as an Amplifier, Stasis Hammers, Ion Cannon with the Defense Scrambling upgrade and Particle Lasers with the Graviton Beam upgrade. Try to space out your defenses so they aren&#039;t all disabled by the Falling Stars that spawn over time. Use EMP or Temporal Shift to buy extra time for your defenses to take out the Stars and the Nest.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Heart of the Phoenix&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Assault&amp;lt;br&amp;gt;&lt;br /&gt;
Class: Juggernaut&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy unit designated &amp;quot;Heart of the Phoenix&amp;quot; is Omega-class threat to mission objectives. Restoration of final entry from Post-Human Keter designation Persephone offer key observational data:&lt;br /&gt;
&lt;br /&gt;
- Phoenix possessed substantial armaments greater than all prior threats.&amp;lt;br&amp;gt;&lt;br /&gt;
- Intruder was pacified at 107 meters from target.&amp;lt;br&amp;gt;&lt;br /&gt;
- Intruder reconstituted and resumed its ingress.&lt;br /&gt;
- At 10 meters Omega-class threat designation &amp;quot;Heart of the Phoenix&amp;quot; pacifies Post-Human Persephone&lt;br /&gt;
&lt;br /&gt;
Final transmission logged. Analysis concluded. Executing backup cycle.&lt;br /&gt;
&lt;br /&gt;
- Milton_Carpathia_pc3 // Heuristic Analysis // cda8baeee73088681d9c4be1ef0af316&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The toughest unit the enemy can field and incredibly difficult to take down. Multiple Minos Cannons are required, preferably level 3 and utilizing Overcharge for extra firepower. Combine with support towers such as an Amplifier, Stasis Hammers, Ion Cannon with the Defense Scrambling upgrade and Particle Lasers with the Graviton Beam upgrade.&lt;br /&gt;
&lt;br /&gt;
Ensure it&#039;s not killed in range of only a few defenses and careful killing it with Disruption Beam else you may lack the firepower to take the Egg down before it respawns. Shields can be dropped with an Upgraded EMP and the Nova Cannon&#039;s Field Leak upgrade can also prove very useful as the Phoenix has fast regeneration. If the Phoenix is able to get past your defenses, use Temporal Shift to buy more time.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Structures&amp;diff=97</id>
		<title>Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Structures&amp;diff=97"/>
		<updated>2022-04-04T17:35:18Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Structures&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Colony&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When Darius Robotics announced the first manned trip outside of our solar system the standards for crew members were incredibly high. Candidates had to pass demanding mental and physical tests as well as prove that they could provide a considerable value to the mission. The outcry from refused politicians and celebrities dominated the media for weeks. But there were still too many promising candidates and Darius Erdmann turned to an AI to select the best candidates.&lt;br /&gt;
&lt;br /&gt;
Months of struggle to put together the perfect list was resolved in less than a second as the AI provided the list, balanced for response to threats, potential for healthy growth on a distant world and the public relations requirements of the mission. Many of the names were well known, renown botanist Vivaan Aditya, transport shuttle designer Eugen Bredt, etc.&lt;br /&gt;
&lt;br /&gt;
There were three major surprises in the list. First, most people assumed that Darius Erdmann himself would lead the mission. He had been the first person to sign up, and had funded the mission. His name was not included in the AI&#039;s optimal colony list. Secondly, Dr. Vanessa &amp;quot;Persephone&amp;quot; Seo, a post-human who had been critical of the project, was selected. She saw little value in transporting fragile mortal forms around the universe, but unexpectedly accepted the invitation after studying some of the emissions from the planet. The last surprise was the inclusion of John Cabot, a brilliant programmer that was currently serving life in prison for killing 143 people with hacked surveillance drones.&lt;br /&gt;
&lt;br /&gt;
Cabot wasn&#039;t included in the mission and was replaced by a programmer of nearly equal skill instead, much to the relief of the other colonists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The colony is the only defense the colonists have against the alien threat. If it is lost our mission has failed. That colonies were intended to be upgraded while the colonists lived on the planet. We can supply the metal to do that immediately and increase the colonies fortifications as well as allow the Carpathia more control in the region and the ability to deploy stronger turrets and use more powerful orbital abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Metal Refinery&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The final design of each colony rivaled any habitat on Earth. But we were unable to ship the massive amount of materials such a structure would require. Instead a rover sized drone pod was sent. These pods produced drones which gathered nearly metal and used their lasers to forge it piece by piece into a working refinery. After that the drones stayed with the refinery, repairing any damage that was done to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As long as the refinery exists, it will supply us with metal. Guard it well, but not at the expense of the colony. Note that enemies will stop and attack refineries, making it the perfect place to heavily fortify and do as much damage to them as possible. But once the refinery is destroyed, they will rush right through and our fortifications might not get much use.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Fission Reactor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The LV-52 molten-salt thorium reactor is a design that for a long time was considered outmoded by contemporary fusion reactors of both Inertia Confinement Fusion and Magnetic Confinement Fusion designs. Even back on Earth only a handful of these reactors were ever constructed, mostly as proof of concept or cheaper alternatives in remote regions where construction of large scale fusion power plants was considered cost inefficient.&lt;br /&gt;
&lt;br /&gt;
Early on during our struggle with the hostile forces on Centauri we identified a need for additional power generation for offensive and defensive strategic systems. Whilst every effort was made to equip the Carpathia, we could not anticipate the overwhelming numbers of invaders we need to mitigate. The power plants of the colonies can transmit large amounts of power directly to the Carpathia but there remains a limit on both power generation and capacitor retention.&lt;br /&gt;
&lt;br /&gt;
However, construction of additional fusion reactors is impractical for both logistical and potentially strategic reasons. The LV-52 reactors though are quick to fabricate, we have an excessive stockpile of material for their construction (thorium, beryllium, lithium, nickel and molybdenum), and it is impractical for the enemy to repurpose the reactors as either bombs nor munitions production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fission Reactors produce energy that can be used to power the Carpathia&#039;s orbital abilities. They can be upgraded to provide more energy but they must be defended, if enemy units are able to get to the reactor, they will destroy them.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Outpost&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The invaders of this world are no more alien than I am. But why fight for a single speck of dust among countless stars? The post-humans wage wars on a thousand worlds, but Haalee has, thus far, shown compassion for humans still fumbling in darkness. Is there something unique about this world? Is this a warning that human should not leave the confines of Earth? It is my hope that these scientific outposts will provide the answer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outposts have no military value.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Amplifier&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Tower platforms provide a base amount of energy to power a wide variety of military and non-military structures. It didn&#039;t take long for researchers to discover that by channeling the power of a platform back into the grid, it would boost the power of surrounding platforms. Darius Robotics Ion Engine is based on this technology and essentially uses a low yield ion emitter surrounded by alternating Amplifiers to maintain consistent and nearly infinite power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Range is the most significant limitation of Amplifiers, so they&#039;re most effective in areas tightly packed without towers. Since they provide a percentage boost to all damage by affected towers, they are most useful when built alongside the more powerful and expensive towers.&lt;br /&gt;
&lt;br /&gt;
The Electrode Fields upgrade is essential when being used in areas where towers are spread apart or in areas where platforms are rare and valuable. The Metal Storage Array upgrade reduces the cost of building towers on surrounding platforms and makes it worth building your Amplifiers as early as possible.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Artillery Post&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If a heated discussion between Darius and Captain Husk had gone differently before the Carpathia&#039;s departure we might not have the G-32 Jericho artillery guns. Not knowing what kind of threat might be faced Darius insisted that all options were made available to the Carpathia but artillery with area denial payloads seemed either excessive or antiquated to him. Fortunately the captain convinced him otherwise.&lt;br /&gt;
&lt;br /&gt;
The principles of artillery weapons have not changed since the earliest days of such weaponry. Though with the Jericho guns there are a few contemporary advantages. Auto-loader armatures, high speed servos and orbital-linked tracking expert systems all play a role in making the Jericho the most efficient artillery gun of its type. With additional loadouts available on the Carpathia the gun can lay down a &amp;quot;bed&amp;quot; of exothermic material which can reach temperatures that even burn most known alloys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Although it&#039;s very expensive, the Artillery Post boasts much heavier damage than other splash towers, making it the ultimate weapon against masses of heavy frigates. Utilize its long range to cover multiple pathways from a single location and its ability to fire over mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Light Mortar&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the designs loaded onto the Carpathia, the YT-2001 &amp;quot;Orion&amp;quot; was one not originally intended for use as a deployable turret. Instead, it was part of the construct designs Milton had originally been equipped with. Only after the threat had been identified was it hurriedly adapted by Milton itself for a turret housing.&lt;br /&gt;
&lt;br /&gt;
In its lighted configuration the Orion is a moderately ranged mortar capable of accurate bombardment of a single target using conventional explosive tipped rounds. It uses the same expert tracking systems used in its cousins of the Corrosion Mortar and Artillery Post allowing indirect bombardment that is cost effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mortars have heavy splash damage and are effective against swarms of Reapers. In large numbers or when upgraded, they also prove powerful against heavy frigates. Place them in locations to make use of their long attack range and ability to fire over mountains. Spacing Mortars out can prevent multiple Mortars overkilling the same enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Corrosion Mortar&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Metallurgical research and development has always been one of the most important sectors of study for Darius Robotics. A new alloy or manufacturing process can be the difference between market dominance or corporate collapse. Thanks to the advances we have made in nanomaterials, bubble metals and bonded carbon we have been able to build drones capable of working on the surface of Venus with minimal mechanical stress.&lt;br /&gt;
&lt;br /&gt;
It was thanks to this aggressive research and admittedly occasional corporate espionage that Darius Robotics acquired something uniquely remarkable. YK-8 is not a substance we strictly understand. But we do know that it is deeply disruptive to baryonic matter, breaking down covalent and ionic bonds more efficiently than any normal acid can. And the best part is it is easy to mass produce in any commercial fusion reactor if you know how. Of course, the details of this process are a closely kept secret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Damage from this tower is applied over time, so place them away from your colony to give them time to wear down enemies. Despite this, the damage is considerable and the tower combines a decent rate of fire and range at a reasonable cost as well as the ability to fire over blocking terrain or towers to hit enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Light Rail Gun&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The original TG1 Heavy Rail Gun, sometimes called a Gun Turret, was originally designed by Thomas Husk and widely used in the Bloodless Battle. Husk developed the design based on small scale bore machines that could be dropped in remote locations, drill into the earth and take core samples. Rather than discard the bored material, Husk modified the turret to fashion them into long projectiles. The projectiles are fed into a powerful railgun and serve as an unending source of ammunition for the gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With limited impact and range, gun turrets are unlikely to stop an enemy assault by themselves. But at such a cheap cost they can be a very efficient defense in large numbers, especially against light targets. They are ideal in locations where you don&#039;t want to invest in more expensive towers or if a small numbers of enemies sneak through your main defenses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Particle Laser&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Aegis KM104 originally comes from a long line of military Close In Weapons Systems (CIWS) and hybrid anti-drone defenses. Patens Robotics briefly toyed with the idea of enhancing the technology using di-positronium based lasers which have become a staple in core fusion reactor design. Though such plans were remained merely hypothetical until the Carpathia was dispatched.&lt;br /&gt;
&lt;br /&gt;
The Aegis KM104 can deliver a pulsed gamma radiation burst as light amplified radiation by using a Bose-Einstein Condensate. Whilst this type of weapon is best limited to a relatively short range attack it does deliver an incredible amount of radiation to damage the target. Upper limits of this design place the damage output potentially in the petawatt range if we scale it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Particle Lasers are cheap and provide good single-target damage. Multiple Particle Lasers are excellent against medium targets but lack the rate of fire to be useful against lighter enemies. When being used against heavy frigates, spread them out slightly to avoid overkilling the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Minos Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of all the weapons at our disposal the Minos WRX 108 Cannon comes from some of the more peaceful origins. During the early days of interplanetary colonization before we left the Solar System several sublight engines designs were trialed. We wanted an engine design that would enable us to achieve a high level of thrust, at high energy efficiency without the need for a fusion engine which at the time were largely of the &amp;quot;dirty&amp;quot; kind before helium-3 mining could scale up.&lt;br /&gt;
&lt;br /&gt;
We needed something better than ion thrusters or kerosene and liquid oxygen. Darius invested heavily in several research projects and one of these, for a magnetoplasmadynamic thruster, unintentionally created a working pulsed plasma drive. Whilst the design was not considered desirable for several reasons related to space travel it was seen as having potential for a weapons system. By the time the project was concluded several designs had been tested in a virtual grey box and stored for any future use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Minos Cannons are the ultimate damage dealing tower. Use them to take out enemy heavy cruisers and dreadnoughts. Mix with Ion Disrupters to disable enemy shields and use Overcharge to rapidly increase rate of fire. Place Minos Cannons where they&#039;re able to make use of their long range, but without being blocked by mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Drone Bay&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Full economic automation for all manual labor tasks has been a matter of course for life back on Earth and Mars. Though not truly sentient, the dumb AI systems of these machines are able to handle most tasks that would have been the domain of the blue collar jobs of the 20th century. The physical shells of these machines take many forms but as a rule colloquially referred to simply as drones.&lt;br /&gt;
&lt;br /&gt;
Before we sent the colonists, we sent the drones. Each centered around a fabrication and control facility they toiled to clear forests, collect material and construct the initial infrastructure which our colonists would use. However, labor is not the only thing these machines are used for. As even on humanity&#039;s first new home beyond security and keeping the peace are a concern.&lt;br /&gt;
&lt;br /&gt;
Riot drones are one of the most ubiquitous designs and some sense one of the few true weapons the colonists even have. Each unit is equipped with an electrolaser weapon that ionizes the air to deliver an electric shock to the target. Normally these are used to merely render grown men or women unconscious, but can be adapted to more destructive ends and in numbers they are as dangerous as any cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drone Bays excel on large maps with winding paths, giving the Drones long periods to chase the enemy down and finish them off. Avoid using them on tiny maps as they are expensive for the damage they provide.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Ion Distrupter&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the weapons Darius has loaded onto the Carpathia the &amp;quot;Gilgamesh&amp;quot; Ion Disrupter system was one that was still being actively used. Originally designed for orbital use, the weapon works on the basis of accelerating electrically charged particles in a cohesive beam. Whilst the name of the weapon might inspire something with incredible destructive potential, in actuality its primary use back in the Solar System was an intra-satellite weapons system.&lt;br /&gt;
&lt;br /&gt;
Modifications were made and personally overseen by Commander Husk for a ground based system. Some of the components are in fact cannibalised from our gauss guns including the tracking system. However, the result we believe is worth it as the Ion Disrupter is an effective deterrence against energy projection systems. Whilst hardened systems are immune to the disruptive effects intended for earlier fragile artificial satellites we have found a significant impact on EM field projectors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use them to remove the shields of tough enemies. Place them in front of your main defensive lines to disable enemy shields before they enter attack range of the rest of your towers.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Icarus SAM&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Icarus KT401 SAM was one of the very first weapon system designs that Darius Robotics acquired during the early days of company acquisitions. Originally the system was designed for military forward base operations, cheap to deploy but effective at single target elimination. It uses a pair of independent surface-to-air missiles with shaped high yield explosives that can tear through most airframes in a matter of milliseconds.&lt;br /&gt;
&lt;br /&gt;
For its use in the Carpathia’s arsenal the Icarus has undergone some minor tweaks by the vessel’s executive Commander Husk and finalized by the AI Milton. With some highly encrypted one way communication the missiles have been tied to the turret hardened tracking system augmented by the Athena LIDAR suite. This helps to eliminate chaff and other conventional countermeasure from throwing the guidance systems at the cost of reduced effective range of the missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Icarus SAM&#039;s are essential for clearing the skies of enemy heavy aircraft. Place near enemy flight path and utilize Scavenger Modules to collect Metal from air units destroyed by the Icarus SAM.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Falcon Anti-Air&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The principle behind the E-16 &amp;quot;Falcon&amp;quot; Flak Turret goes back to the old wars on Earth. Darius Robotics personally created the Falcon as a variation of the ACL-7&#039;s gauss gun configuration. This &amp;quot;slug thrower&amp;quot; is loaded with a payload that detonates into a field of short lived micro explosives. In unison they detonate creating small but highly destructive shockwaves, with overlapping sonic forces it is enough to disrupt and ultimately tear down most lighter airframes. However, sturdier airframes can endure this barrage for minutes or even hours.&lt;br /&gt;
&lt;br /&gt;
Originally these micro explosives were deployed as part of Darius Robotics&#039; space program in the late 21st century. Designed to create shockwaves in natural rock formations with the minimal amount of explosive material needed thus conserving mass for ground to orbit launch vehicles. They were used during the earliest excavations under Mars to make space for prefabs and tunnel systems underneath the surface of the red planet. Here the first colonists would be safe from the harmful radiation from the Sun and could work on more sturdy structures to be setup as the planet&#039;s first domes pre-terraforming. Later these same explosives would be used on Centauri for limited demolitions work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Falcon&#039;s have short range so be sure to place them directly underneath the enemy flight path. In large numbers can be used to counter Punishers as well as Sparrows.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gravity Channeler&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the posthuman Persephone joined the Darius Robotics-sponsored colonization efforts an agreement was struck for a limited exchange of technical knowledge. Though philosophically aligned her lack of membership in the Post Human Coalition probably also played a role in this. Of the technologies Darius was most interested in at the time, the one that Persephone was both able and willing to share insight on was the advances made in gravity channeling.&lt;br /&gt;
&lt;br /&gt;
Specifically, this included technical specifications for a new type of higgs boson moderator capacitor. With directions to help create innovative solutions for a defensive action, Polina Zhukov has taken some of these new capacitors outfitted on the Carpathia and fabricated a limited higgs field projection system with them.&lt;br /&gt;
&lt;br /&gt;
Now we can mass fabricate the new FH-1 &amp;quot;Houdini&amp;quot;. Whilst its offensive capabilities are limited, we can in effect amplify small zones so that those who pass through them especially with gravity channeling of their own have their mobility hindered. Long term side effects of the device’s use are still pending full case studies./&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gravity Channelers slow enemies by a percentage so they&#039;re especially useful against fast enemies. Place them around corners where enemies will stay in the slow radius for some time and have towers nearby to capitalize on the slowed enemies. Stacking a Gravity Channeler with Stasis Hammers can cause dreadnoughts to crawl nearby defenses for long periods.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Arc Projector&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Melia M105 &amp;quot;&amp;quot;Zeus&amp;quot;&amp;quot; Arc Projector is the Carpathia&#039;s very own weaponized tesla coil. Well, not in truth a tesla coil as Polina keeps telling everyone aboard the Carpathia. It uses similar principles to common types of EM field projectors used by both humanity and the post humans, albeit only to excite and direct a jacob&#039;s ladder type effect from the energized coils of the tower core. It is then through the excitation and ionization of air from this effect that super-heated plasma is directed from the base of the tower.&lt;br /&gt;
&lt;br /&gt;
At full power the arc projector can inflict devastating electrical burns and overload the power systems of dozens of targets at a time. Although many have expressed a weariness of the apparatus and are thankful that its only fielded use is intended to be automated with no on hand operators required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Arc Projectors are a devastating weapon against large numbers of frigates but lack the firepower against cruisers. Place them in corners where enemies will spend the longest time in the field of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Scavenger Module&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is thanks to Polina Zhukov that we can set these new and improved IO-4 scavenger modules up. These stations are repurposed from the colony IO-4 fabrication stations. Under their intended use they would use drones to slowly clear space on the planet, taking any useful ores and material back to the station for processing into useful materials. Much of the infrastructure, at least that which still remains, was originally setup by stations like these, or at least the foundations were before the colonist arrivals.&lt;br /&gt;
&lt;br /&gt;
With a little reprogramming thanks to Zhukov we now have what we are affectionately calling our &amp;quot;hyenas&amp;quot;. The drones will collect anything that is of use within a radius of the station and bring it back for recycling. This should improve our fabrication systems by a significant margin if deployed strategically. However, the processing does not have 100% efficiency even after factoring in material degradation from weapons damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scavenger Modules collect debris from the surrounding environment and convert it to metal that the Carpathia can use to construct towers. They are most valuable when placed near locations where lots of enemy units will be destroyed. Upgrades for Scavenger Modules are cheap, but they don&#039;t increase the amount of metal recovered. Instead they significantly increase the range they can gather metal. Lastly, Scavenger Modules do not stack, so if there is already one covering an area there is no use in placing another.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Nova Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 9-LS &amp;quot;&amp;quot;Faraday&amp;quot;&amp;quot; Nova is a projected energy weapon designed for the purpose of wide scale EM field disruption. Its history is mired in conspiracy theories not unlike the High Frequency Active Auroral Research Program (HAARP). Similar to the ionosphere research project, the original testing of the Nova came with concerns of the military attempting to manipulate Earth&#039;s weather patterns and even tectonic activity. This is because the testing phase for the weapon was almost impossible to hide and its effects on machines not hardened to it were disastrous even kilometers away.&lt;br /&gt;
&lt;br /&gt;
At its most basic level the 9-LS throws a series of high-frequency EM pulse charges, contained within a carefully contained &amp;quot;&amp;quot;bottle&amp;quot;&amp;quot; of plasma. Whilst being hit full on with one of these would kill a human, it is designed more as an artillery losing cohesion when it falls back to the ground. The resulting electrical discharge is disruptive to EM fields and was designed as a mass countermeasure to emerging defensive technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nova Cannons are deadly against Martyrs and leave them vulnerable without their shields. Upgrading the Nova Cannon gives it even more power to be effective against shielded cruisers. Although, their slow projectile speed leaves them weak against the swift Hooded Turbines. Place them in key locations to make use of their long range and indirect fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Pulse Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The QSL318 Gravitic Pulse Cannon is a specialist weapon that was spurred in development by events from the Bloodless Battle. Those events demonstrated the clear superiority of constructs and drones over any human combatants, but it also presented new strategies required for developed nations to keep in mind when considering potential proxy wars or even acts of terrorism. Whilst not directly involved, Darius Robotics did have some insight into this weapons program by way of some corporate espionage.&lt;br /&gt;
&lt;br /&gt;
The QSL318 has in effect a singular purpose in disabling EM fields which became standard for hardened combat drones beyond a certain mass. These fields act to protect combat units, mainly through deflection of metal projectiles. It has limits in its use with a limited amount of damage the weapon is able to inflict to target with no shields and a thick hull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pulse Cannons are versatile and provide modest damage against all enemy types due to a rapid rate of fire. However, Pulse Cannons excel as a means of countering shielded cruisers as they completely bypass enemy shields and damage the hull directly. Be sure to focus on shield disabling towers like the Ion Disrupter or on Pulse Cannons to ignore shields, don&#039;t mix in both at the same location.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Stasis Hammer&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst examining the Gravity Channeler Commander Husk quickly realized there was another potential application for the same technology. Whilst not sure if it was achievable at the time he set a joint task for Zhukov and Milton for the creation of a weapon that could all but freeze an opponent. Rendering it immobile whilst firepower can be brought to bear. This was what he would go on to dub a &amp;quot;Stasis Hammer&amp;quot; using the same higgs boson moderator technology.&lt;br /&gt;
&lt;br /&gt;
The SH-1 &amp;quot;&amp;quot;Pokrok&amp;quot;&amp;quot; stasis hammer was mentioned uses the same technology as the Gravity Channeler. Albeit condensed to a single point. Tracking one target at a time it can create an incredibly dense effect that can warp space-time. Its effects are sadly limited, with no damage being inflicted and a limited duration for the effect. However, some elements of this could be adapted and improved upon for a large scale effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stasis Hammers are very helpful when dealing with enemy dreadnoughts. Place Stasis Hammers next to your offence towers and units will be stunned in the killing field. Stasis Hammers are designed to assist against dreadnoughts, but can also be useful against heavy cruisers. Spread Stasis Hammers out slightly to avoid stunning at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Fusion Detonator&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;In space even our light will die.&amp;lt;br&amp;gt;&lt;br /&gt;
We are a flash in endless night.&amp;lt;br&amp;gt;&lt;br /&gt;
Stars grow cold, living worlds collide.&amp;lt;br&amp;gt;&lt;br /&gt;
Though hopeless, we struggle and fight&amp;lt;br&amp;gt;&lt;br /&gt;
and war against the end of light.&amp;lt;br&amp;gt;&lt;br /&gt;
Entropy claims the worlds we made.&amp;lt;br&amp;gt;&lt;br /&gt;
With time, even memories fade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pulled beneath the abyssal sea&amp;lt;br&amp;gt;&lt;br /&gt;
into unknown depths far from shore.&amp;lt;br&amp;gt;&lt;br /&gt;
The dark graves of eternity.&amp;lt;br&amp;gt;&lt;br /&gt;
A landscape of unending horror.&amp;lt;br&amp;gt;&lt;br /&gt;
The shattered remnants of war.&amp;lt;br&amp;gt;&lt;br /&gt;
Though lost we have just one hope left&amp;lt;br&amp;gt;&lt;br /&gt;
that others benefit from death.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let the executioner come,&amp;lt;br&amp;gt;&lt;br /&gt;
I do not fear the coming night.&amp;lt;br&amp;gt;&lt;br /&gt;
Though the next war cannot be won&amp;lt;br&amp;gt;&lt;br /&gt;
they will be bloodied by the fight&amp;lt;br&amp;gt;&lt;br /&gt;
and blinded by the new born light.&amp;lt;br&amp;gt;&lt;br /&gt;
A world is lost, but in its place&amp;lt;br&amp;gt;&lt;br /&gt;
a memory of the human race.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
- Persephone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Fusion Detonator is designed for one purpose, to transform a planet into a star. This is a complex process and will take upgrading the detonator twice. After the upgrades there will be a long delay while the detonator activates. Enemy are likely to become even more aggressive during this period. Be sure to have strong defenses in place before upgrading the detonator, especially since, unlike the Colony, it doesn&#039;t have any defenses on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Energy Cell&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Early attacks targeted the Energy cells at the outskirts of the colony. After an explosion wiped out a fleet of enemies, they began bypassing the cells and concentrating on other structures instead. But the event wasn&#039;t missed by the colonists who weaponized the store cells by placing remote detonators on them. The Carpathia can access those detonators and cause them to explode as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on an Energy Cell will cause it to explode and damage all nearby enemies. This is a good defense when tower support isn&#039;t in place yet, or desperate measures are required. But beware, once a cell has been detonated it is gone. We will have to survive the rest of the rest of the assault without it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Structures&amp;diff=96</id>
		<title>Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Structures&amp;diff=96"/>
		<updated>2022-04-04T17:34:15Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Structures&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Colony&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When Darius Robotics announced the first manned trip outside of our solar system the standards for crew members were incredibly high. Candidates had to pass demanding mental and physical tests as well as prove that they could provide a considerable value to the mission. The outcry from refused politicians and celebrities dominated the media for weeks. But there were still too many promising candidates and Darius Erdmann turned to an AI to select the best candidates.&lt;br /&gt;
&lt;br /&gt;
Months of struggle to put together the perfect list was resolved in less than a second as the AI provided the list, balanced for response to threats, potential for healthy growth on a distant world and the public relations requirements of the mission. Many of the names were well known, renown botanist Vivaan Aditya, transport shuttle designer Eugen Bredt, etc.&lt;br /&gt;
&lt;br /&gt;
There were three major surprises in the list. First, most people assumed that Darius Erdmann himself would lead the mission. He had been the first person to sign up, and had funded the mission. His name was not included in the AI&#039;s optimal colony list. Secondly, Dr. Vanessa &amp;quot;Persephone&amp;quot; Seo, a post-human who had been critical of the project, was selected. She saw little value in transporting fragile mortal forms around the universe, but unexpectedly accepted the invitation after studying some of the emissions from the planet. The last surprise was the inclusion of John Cabot, a brilliant programmer that was currently serving life in prison for killing 143 people with hacked surveillance drones.&lt;br /&gt;
&lt;br /&gt;
Cabot wasn&#039;t included in the mission and was replaced by a programmer of nearly equal skill instead, much to the relief of the other colonists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The colony is the only defense the colonists have against the alien threat. If it is lost our mission has failed. That colonies were intended to be upgraded while the colonists lived on the planet. We can supply the metal to do that immediately and increase the colonies fortifications as well as allow the Carpathia more control in the region and the ability to deploy stronger turrets and use more powerful orbital abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Metal Refinery&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The final design of each colony rivaled any habitat on Earth. But we were unable to ship the massive amount of materials such a structure would require. Instead a rover sized drone pod was sent. These pods produced drones which gathered nearly metal and used their lasers to forge it piece by piece into a working refinery. After that the drones stayed with the refinery, repairing any damage that was done to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As long as the refinery exists, it will supply us with metal. Guard it well, but not at the expense of the colony. Note that enemies will stop and attack refineries, making it the perfect place to heavily fortify and do as much damage to them as possible. But once the refinery is destroyed, they will rush right through and our fortifications might not get much use.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Fission Reactor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The LV-52 molten-salt thorium reactor is a design that for a long time was considered outmoded by contemporary fusion reactors of both Inertia Confinement Fusion and Magnetic Confinement Fusion designs. Even back on Earth only a handful of these reactors were ever constructed, mostly as proof of concept or cheaper alternatives in remote regions where construction of large scale fusion power plants was considered cost inefficient.&lt;br /&gt;
&lt;br /&gt;
Early on during our struggle with the hostile forces on Centauri we identified a need for additional power generation for offensive and defensive strategic systems. Whilst every effort was made to equip the Carpathia, we could not anticipate the overwhelming numbers of invaders we need to mitigate. The power plants of the colonies can transmit large amounts of power directly to the Carpathia but there remains a limit on both power generation and capacitor retention.&lt;br /&gt;
&lt;br /&gt;
However, construction of additional fusion reactors is impractical for both logistical and potentially strategic reasons. The LV-52 reactors though are quick to fabricate, we have an excessive stockpile of material for their construction (thorium, beryllium, lithium, nickel and molybdenum), and it is impractical for the enemy to repurpose the reactors as either bombs nor munitions production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fission Reactors produce energy that can be used to power the Carpathia&#039;s orbital abilities. They can be upgraded to provide more energy but they must be defended, if enemy units are able to get to the reactor, they will destroy them.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Outpost&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The invaders of this world are no more alien than I am. But why fight for a single speck of dust among countless stars? The post-humans wage wars on a thousand worlds, but Haalee has, thus far, shown compassion for humans still fumbling in darkness. Is there something unique about this world? Is this a warning that human should not leave the confines of Earth? It is my hope that these scientific outposts will provide the answer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outposts have no military value.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Amplifier&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Tower platforms provide a base amount of energy to power a wide variety of military and non-military structures. It didn&#039;t take long for researchers to discover that by channeling the power of a platform back into the grid, it would boost the power of surrounding platforms. Darius Robotics Ion Engine is based on this technology and essentially uses a low yield ion emitter surrounded by alternating Amplifiers to maintain consistent and nearly infinite power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Range is the most significant limitation of Amplifiers, so they&#039;re most effective in areas tightly packed without towers. Since they provide a percentage boost to all damage by affected towers, they are most useful when built alongside the more powerful and expensive towers.&lt;br /&gt;
&lt;br /&gt;
The Electrode Fields upgrade is essential when being used in areas where towers are spread apart or in areas where platforms are rare and valuable. The Metal Storage Array upgrade reduces the cost of building towers on surrounding platforms and makes it worth building your Amplifiers as early as possible.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Artillery Post&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If a heated discussion between Darius and Captain Husk had gone differently before the Carpathia&#039;s departure we might not have the G-32 Jericho artillery guns. Not knowing what kind of threat might be faced Darius insisted that all options were made available to the Carpathia but artillery with area denial payloads seemed either excessive or antiquated to him. Fortunately the captain convinced him otherwise.&lt;br /&gt;
&lt;br /&gt;
The principles of artillery weapons have not changed since the earliest days of such weaponry. Though with the Jericho guns there are a few contemporary advantages. Auto-loader armatures, high speed servos and orbital-linked tracking expert systems all play a role in making the Jericho the most efficient artillery gun of its type. With additional loadouts available on the Carpathia the gun can lay down a &amp;quot;bed&amp;quot; of exothermic material which can reach temperatures that even burn most known alloys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Although it&#039;s very expensive, the Artillery Post boasts much heavier damage than other splash towers, making it the ultimate weapon against masses of heavy frigates. Utilize its long range to cover multiple pathways from a single location and its ability to fire over mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Light Mortar&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the designs loaded onto the Carpathia, the YT-2001 &amp;quot;Orion&amp;quot; was one not originally intended for use as a deployable turret. Instead, it was part of the construct designs Milton had originally been equipped with. Only after the threat had been identified was it hurriedly adapted by Milton itself for a turret housing.&lt;br /&gt;
&lt;br /&gt;
In its lighted configuration the Orion is a moderately ranged mortar capable of accurate bombardment of a single target using conventional explosive tipped rounds. It uses the same expert tracking systems used in its cousins of the Corrosion Mortar and Artillery Post allowing indirect bombardment that is cost effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mortars have heavy splash damage and are effective against swarms of Reapers. In large numbers or when upgraded, they also prove powerful against heavy frigates. Place them in locations to make use of their long attack range and ability to fire over mountains. Spacing Mortars out can prevent multiple Mortars overkilling the same enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Corrosion Mortar&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Metallurgical research and development has always been one of the most important sectors of study for Darius Robotics. A new alloy or manufacturing process can be the difference between market dominance or corporate collapse. Thanks to the advances we have made in nanomaterials, bubble metals and bonded carbon we have been able to build drones capable of working on the surface of Venus with minimal mechanical stress.&lt;br /&gt;
&lt;br /&gt;
It was thanks to this aggressive research and admittedly occasional corporate espionage that Darius Robotics acquired something uniquely remarkable. YK-8 is not a substance we strictly understand. But we do know that it is deeply disruptive to baryonic matter, breaking down covalent and ionic bonds more efficiently than any normal acid can. And the best part is it is easy to mass produce in any commercial fusion reactor if you know how. Of course, the details of this process are a closely kept secret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Damage from this tower is applied over time, so place them away from your colony to give them time to wear down enemies. Despite this, the damage is considerable and the tower combines a decent rate of fire and range at a reasonable cost as well as the ability to fire over blocking terrain or towers to hit enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Light Rail Gun&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The original TG1 Heavy Rail Gun, sometimes called a Gun Turret, was originally designed by Thomas Husk and widely used in the Bloodless Battle. Husk developed the design based on small scale bore machines that could be dropped in remote locations, drill into the earth and take core samples. Rather than discard the bored material, Husk modified the turret to fashion them into long projectiles. The projectiles are fed into a powerful railgun and serve as an unending source of ammunition for the gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With limited impact and range, gun turrets are unlikely to stop an enemy assault by themselves. But at such a cheap cost they can be a very efficient defense in large numbers, especially against light targets. They are ideal in locations where you don&#039;t want to invest in more expensive towers or if a small numbers of enemies sneak through your main defenses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Particle Laser&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Aegis KM104 originally comes from a long line of military Close In Weapons Systems (CIWS) and hybrid anti-drone defenses. Patens Robotics briefly toyed with the idea of enhancing the technology using di-positronium based lasers which have become a staple in core fusion reactor design. Though such plans were remained merely hypothetical until the Carpathia was dispatched.&lt;br /&gt;
&lt;br /&gt;
The Aegis KM104 can deliver a pulsed gamma radiation burst as light amplified radiation by using a Bose-Einstein Condensate. Whilst this type of weapon is best limited to a relatively short range attack it does deliver an incredible amount of radiation to damage the target. Upper limits of this design place the damage output potentially in the petawatt range if we scale it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Particle Lasers are cheap and provide good single-target damage. Multiple Particle Lasers are excellent against medium targets but lack the rate of fire to be useful against lighter enemies. When being used against heavy frigates, spread them out slightly to avoid overkilling the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Minos Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of all the weapons at our disposal the Minos WRX 108 Cannon comes from some of the more peaceful origins. During the early days of interplanetary colonization before we left the Solar System several sublight engines designs were trialed. We wanted an engine design that would enable us to achieve a high level of thrust, at high energy efficiency without the need for a fusion engine which at the time were largely of the &amp;quot;dirty&amp;quot; kind before helium-3 mining could scale up.&lt;br /&gt;
&lt;br /&gt;
We needed something better than ion thrusters or kerosene and liquid oxygen. Darius invested heavily in several research projects and one of these, for a magnetoplasmadynamic thruster, unintentionally created a working pulsed plasma drive. Whilst the design was not considered desirable for several reasons related to space travel it was seen as having potential for a weapons system. By the time the project was concluded several designs had been tested in a virtual grey box and stored for any future use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Minos Cannons are the ultimate damage dealing tower. Use them to take out enemy heavy cruisers and dreadnoughts. Mix with Ion Disrupters to disable enemy shields and use Overcharge to rapidly increase rate of fire. Place Minos Cannons where they&#039;re able to make use of their long range, but without being blocked by mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Drone Bay&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Full economic automation for all manual labor tasks has been a matter of course for life back on Earth and Mars. Though not truly sentient, the dumb AI systems of these machines are able to handle most tasks that would have been the domain of the blue collar jobs of the 20th century. The physical shells of these machines take many forms but as a rule colloquially referred to simply as drones.&lt;br /&gt;
&lt;br /&gt;
Before we sent the colonists, we sent the drones. Each centered around a fabrication and control facility they toiled to clear forests, collect material and construct the initial infrastructure which our colonists would use. However, labor is not the only thing these machines are used for. As even on humanity&#039;s first new home beyond security and keeping the peace are a concern.&lt;br /&gt;
&lt;br /&gt;
Riot drones are one of the most ubiquitous designs and some sense one of the few true weapons the colonists even have. Each unit is equipped with an electrolaser weapon that ionizes the air to deliver an electric shock to the target. Normally these are used to merely render grown men or women unconscious, but can be adapted to more destructive ends and in numbers they are as dangerous as any cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drone Bays excel on large maps with winding paths, giving the Drones long periods to chase the enemy down and finish them off. Avoid using them on tiny maps as they are expensive for the damage they provide.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Ion Distrupter&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the weapons Darius has loaded onto the Carpathia the &amp;quot;Gilgamesh&amp;quot; Ion Disrupter system was one that was still being actively used. Originally designed for orbital use, the weapon works on the basis of accelerating electrically charged particles in a cohesive beam. Whilst the name of the weapon might inspire something with incredible destructive potential, in actuality its primary use back in the Solar System was an intra-satellite weapons system.&lt;br /&gt;
&lt;br /&gt;
Modifications were made and personally overseen by Commander Husk for a ground based system. Some of the components are in fact cannibalised from our gauss guns including the tracking system. However, the result we believe is worth it as the Ion Disrupter is an effective deterrence against energy projection systems. Whilst hardened systems are immune to the disruptive effects intended for earlier fragile artificial satellites we have found a significant impact on EM field projectors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use them to remove the shields of tough enemies. Place them in front of your main defensive lines to disable enemy shields before they enter attack range of the rest of your towers.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Icarus SAM&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Icarus KT401 SAM was one of the very first weapon system designs that Darius Robotics acquired during the early days of company acquisitions. Originally the system was designed for military forward base operations, cheap to deploy but effective at single target elimination. It uses a pair of independent surface-to-air missiles with shaped high yield explosives that can tear through most airframes in a matter of milliseconds.&lt;br /&gt;
&lt;br /&gt;
For its use in the Carpathia’s arsenal the Icarus has undergone some minor tweaks by the vessel’s executive Commander Husk and finalized by the AI Milton. With some highly encrypted one way communication the missiles have been tied to the turret hardened tracking system augmented by the Athena LIDAR suite. This helps to eliminate chaff and other conventional countermeasure from throwing the guidance systems at the cost of reduced effective range of the missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Icarus SAM&#039;s are essential for clearing the skies of enemy heavy aircraft. Place near enemy flight path and utilize Scavenger Modules to collect Metal from air units destroyed by the Icarus SAM.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Falcon Anti-Air&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The principle behind the E-16 &amp;quot;Falcon&amp;quot; Flak Turret goes back to the old wars on Earth. Darius Robotics personally created the Falcon as a variation of the ACL-7&#039;s gauss gun configuration. This &amp;quot;slug thrower&amp;quot; is loaded with a payload that detonates into a field of short lived micro explosives. In unison they detonate creating small but highly destructive shockwaves, with overlapping sonic forces it is enough to disrupt and ultimately tear down most lighter airframes. However, sturdier airframes can endure this barrage for minutes or even hours.&lt;br /&gt;
&lt;br /&gt;
Originally these micro explosives were deployed as part of Darius Robotics&#039; space program in the late 21st century. Designed to create shockwaves in natural rock formations with the minimal amount of explosive material needed thus conserving mass for ground to orbit launch vehicles. They were used during the earliest excavations under Mars to make space for prefabs and tunnel systems underneath the surface of the red planet. Here the first colonists would be safe from the harmful radiation from the Sun and could work on more sturdy structures to be setup as the planet&#039;s first domes pre-terraforming. Later these same explosives would be used on Centauri for limited demolitions work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Falcon&#039;s have short range so be sure to place them directly underneath the enemy flight path. In large numbers can be used to counter Punishers as well as Sparrows.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gravity Channeler&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the posthuman Persephone joined the Darius Robotics-sponsored colonization efforts an agreement was struck for a limited exchange of technical knowledge. Though philosophically aligned her lack of membership in the Post Human Coalition probably also played a role in this. Of the technologies Darius was most interested in at the time, the one that Persephone was both able and willing to share insight on was the advances made in gravity channeling.&lt;br /&gt;
&lt;br /&gt;
Specifically, this included technical specifications for a new type of higgs boson moderator capacitor. With directions to help create innovative solutions for a defensive action, Polina Zhukov has taken some of these new capacitors outfitted on the Carpathia and fabricated a limited higgs field projection system with them.&lt;br /&gt;
&lt;br /&gt;
Now we can mass fabricate the new FH-1 &amp;quot;Houdini&amp;quot;. Whilst its offensive capabilities are limited, we can in effect amplify small zones so that those who pass through them especially with gravity channeling of their own have their mobility hindered. Long term side effects of the device’s use are still pending full case studies./&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gravity Channelers slow enemies by a percentage so they&#039;re especially useful against fast enemies. Place them around corners where enemies will stay in the slow radius for some time and have towers nearby to capitalize on the slowed enemies. Stacking a Gravity Channeler with Stasis Hammers can cause dreadnoughts to crawl nearby defenses for long periods.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Arc Projector&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Melia M105 &amp;quot;&amp;quot;Zeus&amp;quot;&amp;quot; Arc Projector is the Carpathia&#039;s very own weaponized tesla coil. Well, not in truth a tesla coil as Polina keeps telling everyone aboard the Carpathia. It uses similar principles to common types of EM field projectors used by both humanity and the post humans, albeit only to excite and direct a jacob&#039;s ladder type effect from the energized coils of the tower core. It is then through the excitation and ionization of air from this effect that super-heated plasma is directed from the base of the tower.&lt;br /&gt;
&lt;br /&gt;
At full power the arc projector can inflict devastating electrical burns and overload the power systems of dozens of targets at a time. Although many have expressed a weariness of the apparatus and are thankful that its only fielded use is intended to be automated with no on hand operators required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Arc Projectors are a devastating weapon against large numbers of frigates but lack the firepower against cruisers. Place them in corners where enemies will spend the longest time in the field of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Scavenger Module&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is thanks to Polina Zhukov that we can set these new and improved IO-4 scavenger modules up. These stations are repurposed from the colony IO-4 fabrication stations. Under their intended use they would use drones to slowly clear space on the planet, taking any useful ores and material back to the station for processing into useful materials. Much of the infrastructure, at least that which still remains, was originally setup by stations like these, or at least the foundations were before the colonist arrivals.&lt;br /&gt;
&lt;br /&gt;
With a little reprogramming thanks to Zhukov we now have what we are affectionately calling our &amp;quot;hyenas&amp;quot;. The drones will collect anything that is of use within a radius of the station and bring it back for recycling. This should improve our fabrication systems by a significant margin if deployed strategically. However, the processing does not have 100% efficiency even after factoring in material degradation from weapons damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scavenger Modules collect debris from the surrounding environment and convert it to metal that the Carpathia can use to construct towers. They are most valuable when placed near locations where lots of enemy units will be destroyed. Upgrades for Scavenger Modules are cheap, but they don&#039;t increase the amount of metal recovered. Instead they significantly increase the range they can gather metal. Lastly, Scavenger Modules do not stack, so if there is already one covering an area there is no use in placing another.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Nova Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 9-LS &amp;quot;&amp;quot;Faraday&amp;quot;&amp;quot; Nova is a projected energy weapon designed for the purpose of wide scale EM field disruption. Its history is mired in conspiracy theories not unlike the High Frequency Active Auroral Research Program (HAARP). Similar to the ionosphere research project, the original testing of the Nova came with concerns of the military attempting to manipulate Earth&#039;s weather patterns and even tectonic activity. This is because the testing phase for the weapon was almost impossible to hide and its effects on machines not hardened to it were disastrous even kilometers away.&lt;br /&gt;
&lt;br /&gt;
At its most basic level the 9-LS throws a series of high-frequency EM pulse charges, contained within a carefully contained &amp;quot;&amp;quot;bottle&amp;quot;&amp;quot; of plasma. Whilst being hit full on with one of these would kill a human, it is designed more as an artillery losing cohesion when it falls back to the ground. The resulting electrical discharge is disruptive to EM fields and was designed as a mass countermeasure to emerging defensive technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nova Cannons are deadly against Martyrs and leave them vulnerable without their shields. Upgrading the Nova Cannon gives it even more power to be effective against shielded cruisers. Although, their slow projectile speed leaves them weak against the swift Hooded Turbines. Place them in key locations to make use of their long range and indirect fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Pulse Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The QSL318 Gravitic Pulse Cannon is a specialist weapon that was spurred in development by events from the Bloodless Battle. Those events demonstrated the clear superiority of constructs and drones over any human combatants, but it also presented new strategies required for developed nations to keep in mind when considering potential proxy wars or even acts of terrorism. Whilst not directly involved, Darius Robotics did have some insight into this weapons program by way of some corporate espionage.&lt;br /&gt;
&lt;br /&gt;
The QSL318 has in effect a singular purpose in disabling EM fields which became standard for hardened combat drones beyond a certain mass. These fields act to protect combat units, mainly through deflection of metal projectiles. It has limits in its use with a limited amount of damage the weapon is able to inflict to target with no shields and a thick hull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pulse Cannons are versatile and provide modest damage against all enemy types due to a rapid rate of fire. However, Pulse Cannons excel as a means of countering shielded cruisers as they completely bypass enemy shields and damage the hull directly. Be sure to focus on shield disabling towers like the Ion Disrupter or on Pulse Cannons to ignore shields, don&#039;t mix in both at the same location.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Stasis Hammer&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst examining the Gravity Channeler Commander Husk quickly realized there was another potential application for the same technology. Whilst not sure if it was achievable at the time he set a joint task for Zhukov and Milton for the creation of a weapon that could all but freeze an opponent. Rendering it immobile whilst firepower can be brought to bear. This was what he would go on to dub a &amp;quot;Stasis Hammer&amp;quot; using the same higgs boson moderator technology.&lt;br /&gt;
&lt;br /&gt;
The SH-1 &amp;quot;&amp;quot;Pokrok&amp;quot;&amp;quot; stasis hammer was mentioned uses the same technology as the Gravity Channeler. Albeit condensed to a single point. Tracking one target at a time it can create an incredibly dense effect that can warp space-time. Its effects are sadly limited, with no damage being inflicted and a limited duration for the effect. However, some elements of this could be adapted and improved upon for a large scale effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stasis Hammers are very helpful when dealing with enemy dreadnoughts. Place Stasis Hammers next to your offence towers and units will be stunned in the killing field. Stasis Hammers are designed to assist against dreadnoughts, but can also be useful against heavy cruisers. Spread Stasis Hammers out slightly to avoid stunning at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Fusion Detonator&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;In space even our light will die.&lt;br /&gt;
We are a flash in endless night.&lt;br /&gt;
Stars grow cold, living worlds collide.&lt;br /&gt;
Though hopeless, we struggle and fight&lt;br /&gt;
and war against the end of light.&lt;br /&gt;
Entropy claims the worlds we made.&lt;br /&gt;
With time, even memories fade.&lt;br /&gt;
&lt;br /&gt;
Pulled beneath the abyssal sea&lt;br /&gt;
into unknown depths far from shore.&lt;br /&gt;
The dark graves of eternity.&lt;br /&gt;
A landscape of unending horror.&lt;br /&gt;
The shattered remnants of war.&lt;br /&gt;
Though lost we have just one hope left&lt;br /&gt;
that others benefit from death.&lt;br /&gt;
&lt;br /&gt;
Let the executioner come,&lt;br /&gt;
I do not fear the coming night.&lt;br /&gt;
Though the next war cannot be won&lt;br /&gt;
they will be bloodied by the fight&lt;br /&gt;
and blinded by the new born light.&lt;br /&gt;
A world is lost, but in its place&lt;br /&gt;
a memory of the human race.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
- Persephone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Fusion Detonator is designed for one purpose, to transform a planet into a star. This is a complex process and will take upgrading the detonator twice. After the upgrades there will be a long delay while the detonator activates. Enemy are likely to become even more aggressive during this period. Be sure to have strong defenses in place before upgrading the detonator, especially since, unlike the Colony, it doesn&#039;t have any defenses on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Energy Cell&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Early attacks targeted the Energy cells at the outskirts of the colony. After an explosion wiped out a fleet of enemies, they began bypassing the cells and concentrating on other structures instead. But the event wasn&#039;t missed by the colonists who weaponized the store cells by placing remote detonators on them. The Carpathia can access those detonators and cause them to explode as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on an Energy Cell will cause it to explode and damage all nearby enemies. This is a good defense when tower support isn&#039;t in place yet, or desperate measures are required. But beware, once a cell has been detonated it is gone. We will have to survive the rest of the rest of the assault without it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Orbitals&amp;diff=95</id>
		<title>Orbitals</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Orbitals&amp;diff=95"/>
		<updated>2022-04-04T17:23:06Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: Created page with &amp;quot;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}} {{HeaderTemplate |welcome=Orbitals }} {{SectionTemplate |h=h1 |title=Reinforce |content= Deploy a swarm of defensive constructs to hold back attackers. They will draw fire away from our colony and are also an effective way to try to hold enemies in an area so they can be targeted by nearby towers. But these constructs will only last for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Orbitals&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Reinforce&lt;br /&gt;
|content=&lt;br /&gt;
Deploy a swarm of defensive constructs to hold back attackers. They will draw fire away from our colony and are also an effective way to try to hold enemies in an area so they can be targeted by nearby towers. But these constructs will only last for a limited time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Milton&lt;br /&gt;
|content=&lt;br /&gt;
An AI-controlled war machine outfitted with missiles and pair of chain guns. Milton is effective against medium and light enemies, but can only be maintained for a short time. Once he is destroyed it will be a while before he can be deployed again. Choose carefully where and when to deploy him, though he can move around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Overcharge&lt;br /&gt;
|content=&lt;br /&gt;
The Carpathia can boost a towers rate of fire by 400%%. This won&#039;t affect support towers, but is a great way to speed up the slow firing Minos Cannon and Arc Projectors.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Lure&lt;br /&gt;
|content=&lt;br /&gt;
This shielded beacon will distract enemies for a time. This beacon can&#039;t do any real damage, but has no time limit, so multiples can be laid out in advance. The beacon is equipped with demolitions. When destroyed it will explode and damage anything around it, including other Lures.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=EMP&lt;br /&gt;
|content=&lt;br /&gt;
Disables all enemies in the target area for a short duration. Useful defensively to protect the colony, or offensively to hold enemies in a specific area to maximize the damage of surrounding towers. Very powerful when combined with Orbital Strike, to stun enemies in place and maximize the targets caught in the blast radius.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Disruption Beam&lt;br /&gt;
|content=&lt;br /&gt;
Does a high amount of damage to a single unit. Though it can be used to finish off an enemy that is threatening the colony, it is more efficient to use early and wipe out a high-value enemy so that your defenses can focus on other targets.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Orbital Strike&lt;br /&gt;
|content=&lt;br /&gt;
There is short delay prior to this ability firing, plan carefully to take full advantage of it. Orbital Strike does a massive amount of damage to anything caught in its area of effect and will destroy nearly everything except the most powerful ships in one hit. But beware, the slow cooldown means that you are unlikely to be able to use it more than once per mission, so choose your moment carefully.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Temporal Shift&lt;br /&gt;
|content=&lt;br /&gt;
Shifts enemies in the area of effect back in time and away from your colony. This ability has an extremely long cooldown so use it carefully.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Structures&amp;diff=94</id>
		<title>Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Structures&amp;diff=94"/>
		<updated>2022-04-04T16:44:39Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: Created page with &amp;quot;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}} {{HeaderTemplate |welcome=Structures }} {{SectionTemplate |h=h1 |title=Colony |content= &amp;#039;&amp;#039;&amp;#039;History&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; When Darius Robotics announced the first manned trip outside of our solar system the standards for crew members were incredibly high. Candidates had to pass demanding mental and physical tests as well as prove that they could provide...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Structures&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Colony&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When Darius Robotics announced the first manned trip outside of our solar system the standards for crew members were incredibly high. Candidates had to pass demanding mental and physical tests as well as prove that they could provide a considerable value to the mission. The outcry from refused politicians and celebrities dominated the media for weeks. But there were still too many promising candidates and Darius Erdmann turned to an AI to select the best candidates.&lt;br /&gt;
&lt;br /&gt;
Months of struggle to put together the perfect list was resolved in less than a second as the AI provided the list, balanced for response to threats, potential for healthy growth on a distant world and the public relations requirements of the mission. Many of the names were well known, renown botanist Vivaan Aditya, transport shuttle designer Eugen Bredt, etc.&lt;br /&gt;
&lt;br /&gt;
There were three major surprises in the list. First, most people assumed that Darius Erdmann himself would lead the mission. He had been the first person to sign up, and had funded the mission. His name was not included in the AI&#039;s optimal colony list. Secondly, Dr. Vanessa &amp;quot;Persephone&amp;quot; Seo, a post-human who had been critical of the project, was selected. She saw little value in transporting fragile mortal forms around the universe, but unexpectedly accepted the invitation after studying some of the emissions from the planet. The last surprise was the inclusion of John Cabot, a brilliant programmer that was currently serving life in prison for killing 143 people with hacked surveillance drones.&lt;br /&gt;
&lt;br /&gt;
Cabot wasn&#039;t included in the mission and was replaced by a programmer of nearly equal skill instead, much to the relief of the other colonists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The colony is the only defense the colonists have against the alien threat. If it is lost our mission has failed. That colonies were intended to be upgraded while the colonists lived on the planet. We can supply the metal to do that immediately and increase the colonies fortifications as well as allow the Carpathia more control in the region and the ability to deploy stronger turrets and use more powerful orbital abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Metal Refinery&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The final design of each colony rivaled any habitat on Earth. But we were unable to ship the massive amount of materials such a structure would require. Instead a rover sized drone pod was sent. These pods produced drones which gathered nearly metal and used their lasers to forge it piece by piece into a working refinery. After that the drones stayed with the refinery, repairing any damage that was done to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As long as the refinery exists, it will supply us with metal. Guard it well, but not at the expense of the colony. Note that enemies will stop and attack refineries, making it the perfect place to heavily fortify and do as much damage to them as possible. But once the refinery is destroyed, they will rush right through and our fortifications might not get much use.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Fission Reactor&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The LV-52 molten-salt thorium reactor is a design that for a long time was considered outmoded by contemporary fusion reactors of both Inertia Confinement Fusion and Magnetic Confinement Fusion designs. Even back on Earth only a handful of these reactors were ever constructed, mostly as proof of concept or cheaper alternatives in remote regions where construction of large scale fusion power plants was considered cost inefficient.&lt;br /&gt;
&lt;br /&gt;
Early on during our struggle with the hostile forces on Centauri we identified a need for additional power generation for offensive and defensive strategic systems. Whilst every effort was made to equip the Carpathia, we could not anticipate the overwhelming numbers of invaders we need to mitigate. The power plants of the colonies can transmit large amounts of power directly to the Carpathia but there remains a limit on both power generation and capacitor retention.&lt;br /&gt;
&lt;br /&gt;
However, construction of additional fusion reactors is impractical for both logistical and potentially strategic reasons. The LV-52 reactors though are quick to fabricate, we have an excessive stockpile of material for their construction (thorium, beryllium, lithium, nickel and molybdenum), and it is impractical for the enemy to repurpose the reactors as either bombs nor munitions production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fission Reactors produce energy that can be used to power the Carpathia&#039;s orbital abilities. They can be upgraded to provide more energy but they must be defended, if enemy units are able to get to the reactor, they will destroy them.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Outpost&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The invaders of this world are no more alien than I am. But why fight for a single speck of dust among countless stars? The post-humans wage wars on a thousand worlds, but Haalee has, thus far, shown compassion for humans still fumbling in darkness. Is there something unique about this world? Is this a warning that human should not leave the confines of Earth? It is my hope that these scientific outposts will provide the answer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Outposts have no military value.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Amplifier&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Tower platforms provide a base amount of energy to power a wide variety of military and non-military structures. It didn&#039;t take long for researchers to discover that by channeling the power of a platform back into the grid, it would boost the power of surrounding platforms. Darius Robotics Ion Engine is based on this technology and essentially uses a low yield ion emitter surrounded by alternating Amplifiers to maintain consistent and nearly infinite power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Range is the most significant limitation of Amplifiers, so they&#039;re most effective in areas tightly packed without towers. Since they provide a percentage boost to all damage by affected towers, they are most useful when built alongside the more powerful and expensive towers.&lt;br /&gt;
&lt;br /&gt;
The Electrode Fields upgrade is essential when being used in areas where towers are spread apart or in areas where platforms are rare and valuable. The Metal Storage Array upgrade reduces the cost of building towers on surrounding platforms and makes it worth building your Amplifiers as early as possible.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Artillery Post&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If a heated discussion between Darius and Captain Husk had gone differently before the Carpathia&#039;s departure we might not have the G-32 Jericho artillery guns. Not knowing what kind of threat might be faced Darius insisted that all options were made available to the Carpathia but artillery with area denial payloads seemed either excessive or antiquated to him. Fortunately the captain convinced him otherwise.&lt;br /&gt;
&lt;br /&gt;
The principles of artillery weapons have not changed since the earliest days of such weaponry. Though with the Jericho guns there are a few contemporary advantages. Auto-loader armatures, high speed servos and orbital-linked tracking expert systems all play a role in making the Jericho the most efficient artillery gun of its type. With additional loadouts available on the Carpathia the gun can lay down a &amp;quot;bed&amp;quot; of exothermic material which can reach temperatures that even burn most known alloys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Although it&#039;s very expensive, the Artillery Post boasts much heavier damage than other splash towers, making it the ultimate weapon against masses of heavy frigates. Utilize its long range to cover multiple pathways from a single location and its ability to fire over mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Light Mortar&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the designs loaded onto the Carpathia, the YT-2001 &amp;quot;Orion&amp;quot; was one not originally intended for use as a deployable turret. Instead, it was part of the construct designs Milton had originally been equipped with. Only after the threat had been identified was it hurriedly adapted by Milton itself for a turret housing.&lt;br /&gt;
&lt;br /&gt;
In its lighted configuration the Orion is a moderately ranged mortar capable of accurate bombardment of a single target using conventional explosive tipped rounds. It uses the same expert tracking systems used in its cousins of the Corrosion Mortar and Artillery Post allowing indirect bombardment that is cost effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mortars have heavy splash damage and are effective against swarms of Reapers. In large numbers or when upgraded, they also prove powerful against heavy frigates. Place them in locations to make use of their long attack range and ability to fire over mountains. Spacing Mortars out can prevent multiple Mortars overkilling the same enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Corrosion Mortar&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Metallurgical research and development has always been one of the most important sectors of study for Darius Robotics. A new alloy or manufacturing process can be the difference between market dominance or corporate collapse. Thanks to the advances we have made in nanomaterials, bubble metals and bonded carbon we have been able to build drones capable of working on the surface of Venus with minimal mechanical stress.&lt;br /&gt;
&lt;br /&gt;
It was thanks to this aggressive research and admittedly occasional corporate espionage that Darius Robotics acquired something uniquely remarkable. YK-8 is not a substance we strictly understand. But we do know that it is deeply disruptive to baryonic matter, breaking down covalent and ionic bonds more efficiently than any normal acid can. And the best part is it is easy to mass produce in any commercial fusion reactor if you know how. Of course, the details of this process are a closely kept secret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Damage from this tower is applied over time, so place them away from your colony to give them time to wear down enemies. Despite this, the damage is considerable and the tower combines a decent rate of fire and range at a reasonable cost as well as the ability to fire over blocking terrain or towers to hit enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Light Rail Gun&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The original TG1 Heavy Rail Gun, sometimes called a Gun Turret, was originally designed by Thomas Husk and widely used in the Bloodless Battle. Husk developed the design based on small scale bore machines that could be dropped in remote locations, drill into the earth and take core samples. Rather than discard the bored material, Husk modified the turret to fashion them into long projectiles. The projectiles are fed into a powerful railgun and serve as an unending source of ammunition for the gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
With limited impact and range, gun turrets are unlikely to stop an enemy assault by themselves. But at such a cheap cost they can be a very efficient defense in large numbers, especially against light targets. They are ideal in locations where you don&#039;t want to invest in more expensive towers or if a small numbers of enemies sneak through your main defenses.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Particle Laser&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Aegis KM104 originally comes from a long line of military Close In Weapons Systems (CIWS) and hybrid anti-drone defenses. Patens Robotics briefly toyed with the idea of enhancing the technology using di-positronium based lasers which have become a staple in core fusion reactor design. Though such plans were remained merely hypothetical until the Carpathia was dispatched.&lt;br /&gt;
&lt;br /&gt;
The Aegis KM104 can deliver a pulsed gamma radiation burst as light amplified radiation by using a Bose-Einstein Condensate. Whilst this type of weapon is best limited to a relatively short range attack it does deliver an incredible amount of radiation to damage the target. Upper limits of this design place the damage output potentially in the petawatt range if we scale it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Particle Lasers are cheap and provide good single-target damage. Multiple Particle Lasers are excellent against medium targets but lack the rate of fire to be useful against lighter enemies. When being used against heavy frigates, spread them out slightly to avoid overkilling the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Minos Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of all the weapons at our disposal the Minos WRX 108 Cannon comes from some of the more peaceful origins. During the early days of interplanetary colonization before we left the Solar System several sublight engines designs were trialed. We wanted an engine design that would enable us to achieve a high level of thrust, at high energy efficiency without the need for a fusion engine which at the time were largely of the &amp;quot;dirty&amp;quot; kind before helium-3 mining could scale up.&lt;br /&gt;
&lt;br /&gt;
We needed something better than ion thrusters or kerosene and liquid oxygen. Darius invested heavily in several research projects and one of these, for a magnetoplasmadynamic thruster, unintentionally created a working pulsed plasma drive. Whilst the design was not considered desirable for several reasons related to space travel it was seen as having potential for a weapons system. By the time the project was concluded several designs had been tested in a virtual grey box and stored for any future use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Minos Cannons are the ultimate damage dealing tower. Use them to take out enemy heavy cruisers and dreadnoughts. Mix with Ion Disrupters to disable enemy shields and use Overcharge to rapidly increase rate of fire. Place Minos Cannons where they&#039;re able to make use of their long range, but without being blocked by mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Drone Bay&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Full economic automation for all manual labor tasks has been a matter of course for life back on Earth and Mars. Though not truly sentient, the dumb AI systems of these machines are able to handle most tasks that would have been the domain of the blue collar jobs of the 20th century. The physical shells of these machines take many forms but as a rule colloquially referred to simply as drones.&lt;br /&gt;
&lt;br /&gt;
Before we sent the colonists, we sent the drones. Each centered around a fabrication and control facility they toiled to clear forests, collect material and construct the initial infrastructure which our colonists would use. However, labor is not the only thing these machines are used for. As even on humanity&#039;s first new home beyond security and keeping the peace are a concern.&lt;br /&gt;
&lt;br /&gt;
Riot drones are one of the most ubiquitous designs and some sense one of the few true weapons the colonists even have. Each unit is equipped with an electrolaser weapon that ionizes the air to deliver an electric shock to the target. Normally these are used to merely render grown men or women unconscious, but can be adapted to more destructive ends and in numbers they are as dangerous as any cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drone Bays excel on large maps with winding paths, giving the Drones long periods to chase the enemy down and finish them off. Avoid using them on tiny maps as they are expensive for the damage they provide.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Ion Distrupter&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the weapons Darius has loaded onto the Carpathia the &amp;quot;Gilgamesh&amp;quot; Ion Disrupter system was one that was still being actively used. Originally designed for orbital use, the weapon works on the basis of accelerating electrically charged particles in a cohesive beam. Whilst the name of the weapon might inspire something with incredible destructive potential, in actuality its primary use back in the Solar System was an intra-satellite weapons system.&lt;br /&gt;
&lt;br /&gt;
Modifications were made and personally overseen by Commander Husk for a ground based system. Some of the components are in fact cannibalised from our gauss guns including the tracking system. However, the result we believe is worth it as the Ion Disrupter is an effective deterrence against energy projection systems. Whilst hardened systems are immune to the disruptive effects intended for earlier fragile artificial satellites we have found a significant impact on EM field projectors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use them to remove the shields of tough enemies. Place them in front of your main defensive lines to disable enemy shields before they enter attack range of the rest of your towers.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Icarus SAM&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Icarus KT401 SAM was one of the very first weapon system designs that Darius Robotics acquired during the early days of company acquisitions. Originally the system was designed for military forward base operations, cheap to deploy but effective at single target elimination. It uses a pair of independent surface-to-air missiles with shaped high yield explosives that can tear through most airframes in a matter of milliseconds.&lt;br /&gt;
&lt;br /&gt;
For its use in the Carpathia’s arsenal the Icarus has undergone some minor tweaks by the vessel’s executive Commander Husk and finalized by the AI Milton. With some highly encrypted one way communication the missiles have been tied to the turret hardened tracking system augmented by the Athena LIDAR suite. This helps to eliminate chaff and other conventional countermeasure from throwing the guidance systems at the cost of reduced effective range of the missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Icarus SAM&#039;s are essential for clearing the skies of enemy heavy aircraft. Place near enemy flight path and utilize Scavenger Modules to collect Metal from air units destroyed by the Icarus SAM.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Falcon Anti-Air&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The principle behind the E-16 &amp;quot;Falcon&amp;quot; Flak Turret goes back to the old wars on Earth. Darius Robotics personally created the Falcon as a variation of the ACL-7&#039;s gauss gun configuration. This &amp;quot;slug thrower&amp;quot; is loaded with a payload that detonates into a field of short lived micro explosives. In unison they detonate creating small but highly destructive shockwaves, with overlapping sonic forces it is enough to disrupt and ultimately tear down most lighter airframes. However, sturdier airframes can endure this barrage for minutes or even hours.&lt;br /&gt;
&lt;br /&gt;
Originally these micro explosives were deployed as part of Darius Robotics&#039; space program in the late 21st century. Designed to create shockwaves in natural rock formations with the minimal amount of explosive material needed thus conserving mass for ground to orbit launch vehicles. They were used during the earliest excavations under Mars to make space for prefabs and tunnel systems underneath the surface of the red planet. Here the first colonists would be safe from the harmful radiation from the Sun and could work on more sturdy structures to be setup as the planet&#039;s first domes pre-terraforming. Later these same explosives would be used on Centauri for limited demolitions work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Falcon&#039;s have short range so be sure to place them directly underneath the enemy flight path. In large numbers can be used to counter Punishers as well as Sparrows.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gravity Channeler&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the posthuman Persephone joined the Darius Robotics-sponsored colonization efforts an agreement was struck for a limited exchange of technical knowledge. Though philosophically aligned her lack of membership in the Post Human Coalition probably also played a role in this. Of the technologies Darius was most interested in at the time, the one that Persephone was both able and willing to share insight on was the advances made in gravity channeling.&lt;br /&gt;
&lt;br /&gt;
Specifically, this included technical specifications for a new type of higgs boson moderator capacitor. With directions to help create innovative solutions for a defensive action, Polina Zhukov has taken some of these new capacitors outfitted on the Carpathia and fabricated a limited higgs field projection system with them.&lt;br /&gt;
&lt;br /&gt;
Now we can mass fabricate the new FH-1 &amp;quot;Houdini&amp;quot;. Whilst its offensive capabilities are limited, we can in effect amplify small zones so that those who pass through them especially with gravity channeling of their own have their mobility hindered. Long term side effects of the device’s use are still pending full case studies./&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gravity Channelers slow enemies by a percentage so they&#039;re especially useful against fast enemies. Place them around corners where enemies will stay in the slow radius for some time and have towers nearby to capitalize on the slowed enemies. Stacking a Gravity Channeler with Stasis Hammers can cause dreadnoughts to crawl nearby defenses for long periods.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Arc Projector&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Melia M105 &amp;quot;&amp;quot;Zeus&amp;quot;&amp;quot; Arc Projector is the Carpathia&#039;s very own weaponized tesla coil. Well, not in truth a tesla coil as Polina keeps telling everyone aboard the Carpathia. It uses similar principles to common types of EM field projectors used by both humanity and the post humans, albeit only to excite and direct a jacob&#039;s ladder type effect from the energized coils of the tower core. It is then through the excitation and ionization of air from this effect that super-heated plasma is directed from the base of the tower.&lt;br /&gt;
&lt;br /&gt;
At full power the arc projector can inflict devastating electrical burns and overload the power systems of dozens of targets at a time. Although many have expressed a weariness of the apparatus and are thankful that its only fielded use is intended to be automated with no on hand operators required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Arc Projectors are a devastating weapon against large numbers of frigates but lack the firepower against cruisers. Place them in corners where enemies will spend the longest time in the field of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Scavenger Module&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is thanks to Polina Zhukov that we can set these new and improved IO-4 scavenger modules up. These stations are repurposed from the colony IO-4 fabrication stations. Under their intended use they would use drones to slowly clear space on the planet, taking any useful ores and material back to the station for processing into useful materials. Much of the infrastructure, at least that which still remains, was originally setup by stations like these, or at least the foundations were before the colonist arrivals.&lt;br /&gt;
&lt;br /&gt;
With a little reprogramming thanks to Zhukov we now have what we are affectionately calling our &amp;quot;hyenas&amp;quot;. The drones will collect anything that is of use within a radius of the station and bring it back for recycling. This should improve our fabrication systems by a significant margin if deployed strategically. However, the processing does not have 100% efficiency even after factoring in material degradation from weapons damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scavenger Modules collect debris from the surrounding environment and convert it to metal that the Carpathia can use to construct towers. They are most valuable when placed near locations where lots of enemy units will be destroyed. Upgrades for Scavenger Modules are cheap, but they don&#039;t increase the amount of metal recovered. Instead they significantly increase the range they can gather metal. Lastly, Scavenger Modules do not stack, so if there is already one covering an area there is no use in placing another.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Nova Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 9-LS &amp;quot;&amp;quot;Faraday&amp;quot;&amp;quot; Nova is a projected energy weapon designed for the purpose of wide scale EM field disruption. Its history is mired in conspiracy theories not unlike the High Frequency Active Auroral Research Program (HAARP). Similar to the ionosphere research project, the original testing of the Nova came with concerns of the military attempting to manipulate Earth&#039;s weather patterns and even tectonic activity. This is because the testing phase for the weapon was almost impossible to hide and its effects on machines not hardened to it were disastrous even kilometers away.&lt;br /&gt;
&lt;br /&gt;
At its most basic level the 9-LS throws a series of high-frequency EM pulse charges, contained within a carefully contained &amp;quot;&amp;quot;bottle&amp;quot;&amp;quot; of plasma. Whilst being hit full on with one of these would kill a human, it is designed more as an artillery losing cohesion when it falls back to the ground. The resulting electrical discharge is disruptive to EM fields and was designed as a mass countermeasure to emerging defensive technologies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nova Cannons are deadly against Martyrs and leave them vulnerable without their shields. Upgrading the Nova Cannon gives it even more power to be effective against shielded cruisers. Although, their slow projectile speed leaves them weak against the swift Hooded Turbines. Place them in key locations to make use of their long range and indirect fire.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Pulse Cannon&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The QSL318 Gravitic Pulse Cannon is a specialist weapon that was spurred in development by events from the Bloodless Battle. Those events demonstrated the clear superiority of constructs and drones over any human combatants, but it also presented new strategies required for developed nations to keep in mind when considering potential proxy wars or even acts of terrorism. Whilst not directly involved, Darius Robotics did have some insight into this weapons program by way of some corporate espionage.&lt;br /&gt;
&lt;br /&gt;
The QSL318 has in effect a singular purpose in disabling EM fields which became standard for hardened combat drones beyond a certain mass. These fields act to protect combat units, mainly through deflection of metal projectiles. It has limits in its use with a limited amount of damage the weapon is able to inflict to target with no shields and a thick hull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pulse Cannons are versatile and provide modest damage against all enemy types due to a rapid rate of fire. However, Pulse Cannons excel as a means of countering shielded cruisers as they completely bypass enemy shields and damage the hull directly. Be sure to focus on shield disabling towers like the Ion Disrupter or on Pulse Cannons to ignore shields, don&#039;t mix in both at the same location.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Stasis Hammer&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst examining the Gravity Channeler Commander Husk quickly realized there was another potential application for the same technology. Whilst not sure if it was achievable at the time he set a joint task for Zhukov and Milton for the creation of a weapon that could all but freeze an opponent. Rendering it immobile whilst firepower can be brought to bear. This was what he would go on to dub a &amp;quot;Stasis Hammer&amp;quot; using the same higgs boson moderator technology.&lt;br /&gt;
&lt;br /&gt;
The SH-1 &amp;quot;&amp;quot;Pokrok&amp;quot;&amp;quot; stasis hammer was mentioned uses the same technology as the Gravity Channeler. Albeit condensed to a single point. Tracking one target at a time it can create an incredibly dense effect that can warp space-time. Its effects are sadly limited, with no damage being inflicted and a limited duration for the effect. However, some elements of this could be adapted and improved upon for a large scale effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stasis Hammers are very helpful when dealing with enemy dreadnoughts. Place Stasis Hammers next to your offence towers and units will be stunned in the killing field. Stasis Hammers are designed to assist against dreadnoughts, but can also be useful against heavy cruisers. Spread Stasis Hammers out slightly to avoid stunning at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Fusion Detonator&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;In space even our light will die.&lt;br /&gt;
We are a flash in endless night.&lt;br /&gt;
Stars grow cold, living worlds collide.&lt;br /&gt;
Though hopeless, we struggle and fight&lt;br /&gt;
and war against the end of light.&lt;br /&gt;
Entropy claims the worlds we made.&lt;br /&gt;
With time, even memories fade.&lt;br /&gt;
&lt;br /&gt;
Pulled beneath the abyssal sea&lt;br /&gt;
into unknown depths far from shore.&lt;br /&gt;
The dark graves of eternity.&lt;br /&gt;
A landscape of unending horror.&lt;br /&gt;
The shattered remnants of war.&lt;br /&gt;
Though lost we have just one hope left&lt;br /&gt;
that others benefit from death.&lt;br /&gt;
&lt;br /&gt;
Let the executioner come,&lt;br /&gt;
I do not fear the coming night.&lt;br /&gt;
Though the next war cannot be won&lt;br /&gt;
they will be bloodied by the fight&lt;br /&gt;
and blinded by the new born light.&lt;br /&gt;
A world is lost, but in its place&lt;br /&gt;
a memory of the human race.&amp;quot;&lt;br /&gt;
- Persephone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Fusion Detonator is designed for one purpose, to transform a planet into a star. This is a complex process and will take upgrading the detonator twice. After the upgrades there will be a long delay while the detonator activates. Enemy are likely to become even more aggressive during this period. Be sure to have strong defenses in place before upgrading the detonator, especially since, unlike the Colony, it doesn&#039;t have any defenses on its own.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Energy Cell&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Early attacks targeted the Energy cells at the outskirts of the colony. After an explosion wiped out a fleet of enemies, they began bypassing the cells and concentrating on other structures instead. But the event wasn&#039;t missed by the colonists who weaponized the store cells by placing remote detonators on them. The Carpathia can access those detonators and cause them to explode as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on an Energy Cell will cause it to explode and damage all nearby enemies. This is a good defense when tower support isn&#039;t in place yet, or desperate measures are required. But beware, once a cell has been detonated it is gone. We will have to survive the rest of the rest of the assault without it.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Achievements&amp;diff=93</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Achievements&amp;diff=93"/>
		<updated>2022-04-04T15:03:54Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: Created page with &amp;quot;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}} {{HeaderTemplate |welcome=Achievements }} &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Achievements&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; are rewards for completing game objectives or performing pre-determined actions in the game that can be unlocked on the Steam version of &amp;#039;&amp;#039;Siege of Centauri&amp;#039;&amp;#039;. {| class=&amp;quot;wikitable&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Title&amp;#039;&amp;#039;&amp;#039; |&amp;#039;&amp;#039;&amp;#039;Unlock condition&amp;#039;&amp;#039;&amp;#039; |- | Break the Shields | Beat Caluck on Normal difficult...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Achievements&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Achievements&#039;&#039;&#039;&#039;&#039; are rewards for completing game objectives or performing pre-determined actions in the game that can be unlocked on the Steam version of &#039;&#039;Siege of Centauri&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Title&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Unlock condition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Break the Shields&lt;br /&gt;
| Beat Caluck on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| From the Air&lt;br /&gt;
| Beat Chariah on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Falling Stars&lt;br /&gt;
| Beat Ciacco on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Branching Out&lt;br /&gt;
| Beat Circosta on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Survive the Night&lt;br /&gt;
| Beat Epicurus on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| In the Trenches&lt;br /&gt;
| Beat Gallehault on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| The Swarm&lt;br /&gt;
| Beat Lacuna on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| The Abomination&lt;br /&gt;
| Beat Malden on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Against the Overmind&lt;br /&gt;
| Beat Malebolge on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Against the Swarm&lt;br /&gt;
| Beat Nahant on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Stop the Hive&lt;br /&gt;
| Beat Plain of Fire on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| The Taskmaster&lt;br /&gt;
| Beat Plutus on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Against the Nest&lt;br /&gt;
| Beat Styx on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| The Trial&lt;br /&gt;
| Beat Thurlos on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Relentless Assault&lt;br /&gt;
| Beat Dule on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Defend the Mountain&lt;br /&gt;
| Beat Ascent on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Colony in a Volcano&lt;br /&gt;
| Beat Sord on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Stop the Rush&lt;br /&gt;
| Beat Gaol on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Protect the Outposts&lt;br /&gt;
| Beat Rul on Normal difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Scraping By&lt;br /&gt;
| Win with less than 50 HP left on your colony.&lt;br /&gt;
|-&lt;br /&gt;
| First Blood&lt;br /&gt;
| Beat Limbo.&lt;br /&gt;
|-&lt;br /&gt;
| Beat Limbo.&lt;br /&gt;
| Upgrade a colony to level 3.&lt;br /&gt;
|-&lt;br /&gt;
| Strike at the Heart&lt;br /&gt;
| Destroy the Heart of the Phoenix.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy the Nest&lt;br /&gt;
| Destroy the Nest of the Queen.&lt;br /&gt;
|-&lt;br /&gt;
| Bring on Milton&lt;br /&gt;
| Beat Holden on normal or higher&lt;br /&gt;
|-&lt;br /&gt;
| Destroy the Harbinger&lt;br /&gt;
| Beat Caina on normal or higher&lt;br /&gt;
|-&lt;br /&gt;
| Destruction Avoided&lt;br /&gt;
| Beat Sedge on normal or higher&lt;br /&gt;
|-&lt;br /&gt;
| Revenge&lt;br /&gt;
| Beat the campaign on normal difficulty&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=92</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=92"/>
		<updated>2022-04-04T14:47:26Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{MainTemplate&lt;br /&gt;
| welcome = [[File:siege wiki home.jpg|link=|&amp;lt;span title=&amp;quot;Siege of Centauri Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| about_title = About Siege of Centauri&lt;br /&gt;
| about_content = &lt;br /&gt;
Communications to Earth&#039;s first interstellar colony in Proxima Centauri have gone dark. In response, Earth has dispatched the Carpathia to investigate. Upon arrival, you find a colony under siege. Your mission: save the colony from these brutal alien invaders.&lt;br /&gt;
&lt;br /&gt;
Siege of Centauri puts you in command of the defense of Earth&#039;s first interstellar colony. Set in the Ashes of the Singularity universe, thousands of alien machines are attacking and only you, with your arsenal of deployable defense structures and strategic orbital abilities, can stop them.&lt;br /&gt;
Customize the Carpathia in order to best handle the challenges of each individual mission, battle across the surface of an alien world through a series of story-driven campaigns or see how long you can survive in a doomed region where the enemy waves are truly endless.&lt;br /&gt;
&lt;br /&gt;
The enemy comes in all shapes and sizes, challenging you to counter them with the right defense in the right place. Siege of Centauri combines the best elements of classic tower defense games with the strategic depth Stardock has delivered in past titles, including Sins of a Solar Empire: Rebellion and Ashes of the Singularity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend the Colony&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Proxima Centauri is under attack from hordes of alien invaders! Play through a vast campaign full of challenging missions. Deploy defenses, use powerful orbital abilities, and call units at the right time and place in order to win.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Customize your Defenses&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose from dozens of tower upgrades and determine what you need in order to survive. Upgrade your particle cannon to slow its target, your Artillery Post to leave fire in areas it has attacks, or your Corrosion Mortars so that victims infect the allies around them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fight Against Dozens of Enemies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The alien invaders have many unique attacks and defenses. Beware the Falling Star that disables defenses when it explodes, or the Heart of the Phoenix that forms a chrysalis when destroyed that can be reborn as a new Heart.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create your own Missions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use the in-game workshop, then upload and share them with other players. Download new missions created by other users, too. Get started with the [[ModdersGuide|Modder&#039;s Guide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survive the Onslaught&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
See how long you can survive against relentless enemy waves in Endless Mode! Try to outlast other players and compare your scores on the leaderboards.&lt;br /&gt;
&lt;br /&gt;
| sections_title = Featured Trailer&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:-0.4em;&amp;quot;&amp;gt;[[File:Siege-wiki-release-trailer.jpg|319px|link=https://www.youtube.com/watch?v=xbs3VSMazZw]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| articles_title = Important Pages&lt;br /&gt;
| articles_content =&lt;br /&gt;
*[[Achievements]]&lt;br /&gt;
*[[ModdersGuide|Modder&#039;s Guide]]&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Gameplay&lt;br /&gt;
|content=&lt;br /&gt;
*[[Structures]]&lt;br /&gt;
*[[Orbitals]]&lt;br /&gt;
*[[Enemy Units]]&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Media&lt;br /&gt;
|content=&lt;br /&gt;
*[[Trailers|Trailers]] &lt;br /&gt;
*[[Screenshots|Screenshots]] &lt;br /&gt;
*[[Artwork|Artwork]] &lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Official Pages&lt;br /&gt;
|content=&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.siegeofcentauri.com/ SiegeofCentauri.com]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.facebook.com/SiegeofCentauri/ Siege of Centauri Facebook]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://twitter.com/SiegeCentauri Siege of Centauri Twitter]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.reddit.com/r/Stardock/ Reddit]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.stardock.net/forum/1182 Siege of Centauri Forums]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=ModdersGuide&amp;diff=91</id>
		<title>ModdersGuide</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=ModdersGuide&amp;diff=91"/>
		<updated>2022-04-01T20:09:45Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Modder&#039;s Guide&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=What is a Scenario?&lt;br /&gt;
|content=&lt;br /&gt;
A scenario is a mission that you can create and share with other players. At the simplest, you can create a new map (or use an existing map) and design your own waves of enemies. At its most complex you can use the scripting system in Siege to trigger a wide variety of actions and threats for the player.&lt;br /&gt;
&lt;br /&gt;
Scenarios can be easily uploaded and downloaded from the scenario workshop in Siege.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Creating a Map&lt;br /&gt;
|content=&lt;br /&gt;
The map editor is accessible from the main menu of Siege of Centauri.  &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Map Select&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Select an existing map or select New Map. If you select New Map you will need to name the map, select a Map Size (I know everyone wants to pick the largest size, I recommend starting at 1536 for your first map) and a Terrain Type.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor-03.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Once you have set those things you start with a blank map with your colony on it and lots of options.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor-04.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edit Terrain&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This allows you to set the terrain you would like for areas of your map. &lt;br /&gt;
*Plains - This is the default flat ground enemies can travel on.&lt;br /&gt;
*Plateau - This is where towers can be placed. It is elevated above Plains.&lt;br /&gt;
*Mountains - Mountains are impassable by ground units and can block shots from direct fire weapons.&lt;br /&gt;
*Basin - Basins are impassable by ground units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edit Buildings&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Relay - Relay’s connect paths for unit movement.&lt;br /&gt;
*Metal Refinery - This produces metal for the player.&lt;br /&gt;
*Fission Reactor - This produces energy for the player.&lt;br /&gt;
*Outpost - Players get a score boost for each surviving Outpost when they complete the Mission.&lt;br /&gt;
*Storage Cell - Storage cells explode when clicked on, but they can only be used once.&lt;br /&gt;
*Dead Region - This marks an area that can’t be entered (to block relays from connecting over mountains, basins, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edit Cosmetic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Depending on the environment, different cosmetic layers may use different textures. For example, on arctic one cosmetic layer is a snowy ground, while another is clear dirt. Play with the layers to find the one you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edit Effects&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Effect layer 1 is Ground Fog. Typically we use to fill in the basins and give them life, but you can use it anywhere if you want to create foggy paths. More advanced modders can edit their MapEffects.csv file to use any effect in Siege for these layers; but the default is just for ground fog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brush Size&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Set it large if you want to paint a wide area quickly, set it small if you want to get into the finer details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuild Terrain&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This will cause the game to generate the map based on everything you have set. It may take a few minutes to do based on the size of your map and the power of your computer.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor-01.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toggle Display Mode&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you “Rebuild Terrain” this toggle will let you switch between the graphical mode (seeing the map like you would in game), editor mode (seeing the regions clearly as when you start the map editor) and a mixed mode that blends them together. Personally, I stay in the data mode almost all of the time but it’s nice to switch over to the graphical view to see if a basin looks weird, if a path looks wide enough, etc. &lt;br /&gt;
&lt;br /&gt;
After rebuilding the terrain it will automatically switch to graphical mode so you will want to press this button to switch back to editor mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enable Symmetry&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This allows you to select a wide variety of symmetrical options if you want to make sure whatever you are painting is perfectly symmetrical (for example if you want mirrored paths coming in from each side).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Toggle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This allows you to switch the environment of your map, from frozen, desert, volcanic, etc. This is most useful after rebuilding the terrain while you are in the Graphical Mode so you can see what the changed environment looks like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toggle Mouse Position&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This shows you the map coordinates of the cursor position. This is very important later on when we are making the mission.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Pro Tip:&#039;&#039;&#039; Write down the coordinates of important locations so you have them ready when you go to make your mission. You will want the coordinates of the places you want enemies to enter from, the coordinates of the colony and other buildings, as well as any other special locations you might want to send enemies to, or trigger actions at.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor-02.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Creating a Mission&lt;br /&gt;
|content=&lt;br /&gt;
The best resource for creating your own mission are the missions that come with the game. They are all in exactly the format you need and will give you lots of examples of how the designers made all the campaign missions work. Check them all out in the ..\Siege of Centauri\Assets\Campaign\AtlasProject\ directory.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;The Mission File&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is an XML file and it can be made with any text editor, even notepad. I use [https://notepad-plus-plus.org/ Notepad++].&lt;br /&gt;
&lt;br /&gt;
Create the file and save it in the ..\My Games\Siege of Centauri\Scenario\ directory. Name it the same as your scenario. In this example I’m creating a scenario called “Aberny”. Note I called my Map “Aberny”, my Mission “Aberny”, and the Scenario will be called “Aberny”. They don’t need to be the same - it was just convenient.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Mission&lt;br /&gt;
  ID=&amp;quot;Aberny&amp;quot; &lt;br /&gt;
  Title=&amp;quot;Aberny&amp;quot; &lt;br /&gt;
  Description=&amp;quot;An army approaches, but they do not target our colony.&amp;quot; &lt;br /&gt;
  Map=&amp;quot;Aberny&amp;quot;&lt;br /&gt;
  PreviewImage=&amp;quot;Aberny.dds&amp;quot;&lt;br /&gt;
  NoVPVictory=&amp;quot;1&amp;quot;&lt;br /&gt;
  NoSeedVictory=&amp;quot;0&amp;quot;&lt;br /&gt;
  HideTerrain=&amp;quot;0&amp;quot;&lt;br /&gt;
  HideDifficulty=&amp;quot;0&amp;quot;&lt;br /&gt;
  HideUpgradePanel=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Score Star1=&amp;quot;0&amp;quot; Star2=&amp;quot;15000&amp;quot; Star3=&amp;quot;30000&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;Player Name=&amp;quot;You&amp;quot; Faction=&amp;quot;PHC&amp;quot; Team=&amp;quot;0&amp;quot; Color=&amp;quot;2&amp;quot; StartLocation=&amp;quot;0&amp;quot; AIType=&amp;quot;Player&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Player Name=&amp;quot;Agethon&amp;quot; Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;1&amp;quot; Color=&amp;quot;4&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The above is an example of a working mission (though it doesn’t do anything yet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission attributes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*ID - This needs to be unique. You may want to append your own name to it so you don’t have to worry about conflicting with someone else’s in the workshop.&lt;br /&gt;
*Title - The name that people will see in the workshop.&lt;br /&gt;
*Description - The detailed description that appears when someone clicks on this in the workshop.&lt;br /&gt;
*Map - The name of the map you created for this mission.&lt;br /&gt;
*PreviewImage - This is the picture that will be displayed in the workshop and in game. Later we will go through how to create it.&lt;br /&gt;
&lt;br /&gt;
Ignore the other mission attributes and the score element. In setting up the players, &#039;&#039;the human always has to be the first player listed.&#039;&#039; The first player listed is player 0, the second player listed is player 1, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player attributes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - Not used.&lt;br /&gt;
*Faction - The Human player should always be “PHC”, the enemies should always be “ss”.&lt;br /&gt;
*Team - Typically the human player is team “0” and the AI is team “1” but if you want to create multiple players you can make more teams or put them on teams together.&lt;br /&gt;
*Color - Typically the human player is 2 (blue) and the AI is 4 (orange) though we do let the player change this a bit on some maps to make them more visible.&lt;br /&gt;
*StartLocation - This should always be set to “0”.&lt;br /&gt;
*AIType - The human player should be “Player” and the AI “Off”.&lt;br /&gt;
*NoEngineer - Always set to “1”.&lt;br /&gt;
*NoSeed - AI players should have this set to “1”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Warring Enemies&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
By creating a third player we can spawn units on another side as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;Player Name=&amp;quot;You&amp;quot; Faction=&amp;quot;PHC&amp;quot; Team=&amp;quot;0&amp;quot; Color=&amp;quot;2&amp;quot; StartLocation=&amp;quot;0&amp;quot; AIType=&amp;quot;Player&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;Player Name=&amp;quot;Agethon&amp;quot; Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;1&amp;quot; Color=&amp;quot;4&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;Player Name=&amp;quot;Decius&amp;quot; Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;2&amp;quot; Color=&amp;quot;15&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice I gave the third player a new name (they have to be unique), a new team (so the Decius player isn’t allied with the human or with the AI and a new color (so the player can see that they are different from AI player “Agethon”. Now when we spawn units we can do it as either player 1 (Agethon) or player 2 (Decius) and these units will both attack the human player as well as fight with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting Things Up&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger ID=&amp;quot;Configure&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;0&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;HidePanel HideRank=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;200&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave1&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave2&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave3&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave4&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave5&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave6&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave7&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave8&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave9&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave11&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave12&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave13&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave14&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave15&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the Mission setup we configure the starting information for the player. We will go through triggers in more detail later, but the short version is that this trigger starts the player with 200 Metal and loads in 15 waves.&lt;br /&gt;
&lt;br /&gt;
Note that QueueWave puts the waves in order as they are called. In this example Wave2 won’t trigger until Wave1 is done. If you have a trigger that added QueueWave SurpriseAttack it would go at the end of all the other waves that were currently waiting in line (so in this example it would go after Wave15).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is a Wave?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave1&amp;quot; Timer=&amp;quot;10&amp;quot; PortraitUnit=&amp;quot;Unit_Normal&amp;quot; Description=&amp;quot;Unit_Normal_Name&amp;quot; Direction=&amp;quot;Top&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above is the definition for a wave. When the Configure trigger said to “QueueWave Target=”Wave1”, this is what it will run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Timer - How many second after this wave is triggered will it wait before spawning. This allows us to control the gap between waves. Do you want it to wait 90 seconds before sending the next army in, or 5 seconds?&lt;br /&gt;
*PortraitUnit - This is the template name of the unit you want to represent this wave in the wave panel on the top of the screen.&lt;br /&gt;
*Description - This is the description that will go in the wave panel for this wave.&lt;br /&gt;
*Direction - This can be Top, Bottom, Right, Left or any combination of them. This is what is used to set the arrows when the player mouses over the wave panel icon. If multiples are used, put a comma between them. (ex: Direction=”Right,Left”)&lt;br /&gt;
*RushBonus - The maximum amount of metal that can be gained by rushing this wave. Typically about 250 is good.&lt;br /&gt;
*RushCountdown - The countdown timer that determines how quickly to reduce the metal bonus as a wave gets closer to the time it is going to spawn. Typically 70 is good.&lt;br /&gt;
*Repeat - If you want this wave to repeat you can put the amount of times here. If you want it to repeat forever set it equal to Repeat=”-1”.&lt;br /&gt;
*RepeatTimer - If the wave is set to repeat, this is the time before it repeats. Does it repeat every 300 seconds or every 30?&lt;br /&gt;
*IsFinalWave - The last wave you have needs to have this set to IsFinalWave=”1”. This tells the game that no future waves are coming so it can award victory to the player if they kill all the enemies after this point.&lt;br /&gt;
&lt;br /&gt;
The Wave element has DoWaveSpawn sub-elements. This is what those do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DoWaveSpawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Target - This is the trigger that the DoWaveSpawn calls (we will take a look at setting these up later) that actually generates the units.&lt;br /&gt;
*Delay - If you want to have a delay between these DoWaveSpawns. In the above example it spawns a group of “Normal” then waits 1 second, then spawns another  group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ping Spawn&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
One of the DoWaveSpawns listed above calls “Ping-North”. This is what the game uses to put the alert on the minimap and play the audio queue that a new wave is beginning. The ping spawn is simple and just consists of a PingPath with a Path set to the path the units will be called on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Ping-North&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;PingPath Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is a Path?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;WavePath Name=&amp;quot;Path-North&amp;quot; ShowInScanMode=&amp;quot;False&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnPoint Position=&amp;quot;64,-4032&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Waypoint Position=&amp;quot;-2624,-192&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;Waypoint Position=&amp;quot;2752,-64&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;Waypoint Position=&amp;quot;-2048,2432&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/WavePath&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A path is a set of coordinates armies will follow when they are spawned. You can setup as many paths as you would like. The above path definition has the following attributes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WavePath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - This name has to be unique. It is what PingPath uses and the SpawnUnitOnPath trigger uses.&lt;br /&gt;
*ShowInScanMode - This determines if this path is displayed when the player presses the Ctrl key. Typically we only set if for the paths of Air units (so the player can see the path air units will follow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpawnPoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Position - This is the starting point of the path. This is where units will be initially spawned with a SpawnUnitOnPath trigger is used or where the Ping will happen on a PingPath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waypoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Position - This is where the units will go after being spawned. They will go to each waypoint defined and attempt to reach that position before going on to the next. In most cases the only waypoint required is the colony location, but in some cases you might want to have more granular control over where they go. In the above example, the path leads to 2 other buildings before heading to the final waypoint, which is the Colony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawning Units&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Normal-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above trigger is what is called from DoWaveSpawn. It is where the exact units are specified as well as the path they will travel on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trigger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - This is the name that is called from the DoWaveSpawn trigger.&lt;br /&gt;
*Type - Always use “WaveSpawn” here. We will cover other types of triggers later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpawnUnitOnPath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - We typically use “Parent” for every unit name. The only time this really matters is when you are parenting other units to this unit, or if you have a specific trigger setup (when this unit is destroyed or gets to a particular location).&lt;br /&gt;
*Parent - This is only needed when you are building an army where you want the units to stay together. In the example above there are 3 “Unit_Normal_3” units being spawned and the second two are following the first.&lt;br /&gt;
*Template - This is the unit template being used. There is a full list of the available units in Siege below.&lt;br /&gt;
*Player - Player 0 is always the human player (if you want to spawn some units on the player&#039;s side). Player 1 is the AI. If you add more players, they can also be referenced here.&lt;br /&gt;
*Path - This the path that the units will be spawned and travel on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Units&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Unit_Air - Punisher, a medium strength flying unit.&lt;br /&gt;
*Unit_Air_Carrier - Gliding Crane, air transport which drops units at a set location.&lt;br /&gt;
*Unit_Air_Heavy - Harbinger, a powerful air unit that takes a lot to shoot down.&lt;br /&gt;
*Unit_Air_Destruction - Vulture, a powerful air unit that can destroy towers.&lt;br /&gt;
*Unit_Air_Swarm - Sparrow, a swarm of small flying units.&lt;br /&gt;
*Unit_Bomb - Falling Star, a unit that explodes when destroyed and disables surrounding towers.&lt;br /&gt;
*Unit_ClutchOfEggs - Clutch of Eggs, explodes and releases a swarm of Hatchlings when destroyed.&lt;br /&gt;
*Unit_ClutchOfEggsBaby - Hatchlings, a swarm of small spiders.&lt;br /&gt;
*Unit_Destructor - Destructor, a medium sized non-shielded unit.&lt;br /&gt;
*Unit_Speed - Taskmaster, speeds up surrounding allies.&lt;br /&gt;
*Unit_Fast - Capacitor, small and quick.&lt;br /&gt;
*Unit_FastShielded - Hooded Turbine, medium sized fast and shielded unit.&lt;br /&gt;
*Unit_Healer - Corrupted Healer, heals surrounding allies.&lt;br /&gt;
*Unit_HeartOfThePhoenix - Heart of the Phoenix, juggernaut, transforms to an egg when destroyed.&lt;br /&gt;
*Unit_HeartOfThePhoenix_Egg - Heart of the Phoenix egg, given enough time it will be reborn to a Heart of the Phoenix.&lt;br /&gt;
*Unit_HeavySwarm - Scarab, slow swarm with a lot of hit points.&lt;br /&gt;
*Unit_Hive - Rolling Hive, medium sized unit that produces small flying units as it goes.&lt;br /&gt;
*Unit_Summoner - Floating Factory, medium sized unit that gathers a swarm of Scarabs as it goes.&lt;br /&gt;
*Unit_Milton - Milton, everyone’s favorite death machine.&lt;br /&gt;
*Unit_NestOfTheQueen - Nest of the Queen, juggernaut, produces Falling Stars as it goes.&lt;br /&gt;
*Unit_Normal - Masochist, small, fast unit.&lt;br /&gt;
*Unit_Normal_3 - A group of 3 Masochists.&lt;br /&gt;
*Unit_Nullifier - Mobile Nullifier, medium unit that the player can’t use orbital abilities around.&lt;br /&gt;
*Unit_Overmind - Overmind, dreadnought with low hit points and high shields.&lt;br /&gt;
*Unit_Reinforcements - Reinforcements, good for soaking up some damage before being destroyed.&lt;br /&gt;
*Unit_Retributor - Retributor, dreadnought with high hit points and low shields.&lt;br /&gt;
*Unit_Shielded - Eradicator, slow unit with heavy shields.&lt;br /&gt;
*Unit_Spider - Harridan, organic spiders in large, quick swarms.&lt;br /&gt;
*Unit_Swarm - Reaper, a large group of small units.&lt;br /&gt;
*Unit_SwarmShielded - Martyr, a swarm of small, shielded units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A Wave of Miltons&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Milton-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Milton&amp;quot; Player=&amp;quot;0&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above trigger will spawn Milton (Template=”Unit_Milton”) on the players side (Player=”0”) that will spawn in and follow the Path-North, attacking any enemies he encounters along the way.&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Triggers&lt;br /&gt;
|content=&lt;br /&gt;
There are a wide variety of triggers to cause things to happen, or respond to things that happen. Check out the existing missions to see lots of examples of them at work.&lt;br /&gt;
&lt;br /&gt;
No triggers beyond those presented above (WaveSpawn) are required to make a great scenario, but they can allow you to make your scenario unique.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Area&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Carrier-Drop&amp;quot; Type=&amp;quot;Area&amp;quot; Template=&amp;quot;Unit_Air_Carrier&amp;quot; Center=&amp;quot;-2663,-1940&amp;quot; Size=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Swarm&amp;quot; Player=&amp;quot;1&amp;quot; Path=”CarrierDropPath&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Area triggers when the specified unit type comes into range. The above waits for an air transport (“Unit_Air_Carrier”) to come into range (within 100 of the -2663,-1940 coordinates). If that happens it spawns a group of Reapers (“Unit_Swarm”).&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - Area in this example.&lt;br /&gt;
*Template - The type of unit that causes this trigger to fire.&lt;br /&gt;
*Center - The area that is being monitored.&lt;br /&gt;
*Size - The size of the area being monitored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BuildingDestroyed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;OutpostDies&amp;quot; Type=&amp;quot;BuildingDestroyed&amp;quot; Template=&amp;quot;Building_Outpost&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;Dialog_Dule_OutpostDestroyed_Husk&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggered when a building of the specified type is destroyed. In the above example, a dialog string plays when an outpost is destroyed.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - BuildingDestroyed in this example.&lt;br /&gt;
*Template - The type of building whose destruction will fire this trigger. Check BuildingTemplates.csv for a full list of all the building template types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BuildingStarted&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;BuiltBomb2&amp;quot; Type=&amp;quot;BuildingStarted&amp;quot; Template=&amp;quot;Bomb_Seed2&amp;quot; IsBuilding=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Milton&amp;quot; Text=&amp;quot;Dialog_Sedge_Bomb2_Milton&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggered when a building starts being built. In the above example it triggers a dialog when the player upgrades to Bomb_Seed2.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - BuildingStarted in this example.&lt;br /&gt;
*Template - The template name for the building being built. Check BuildingTemplates.csv for a full list of all the building template types.&lt;br /&gt;
*IsBuilding - Set to 1 to force it to trigger on building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DamageDealt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;SpiderEnemy&amp;quot; Type=&amp;quot;DamageDealt&amp;quot; TargetTemplate=&amp;quot;Unit_Spider&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;AttackAttackMove Name=&amp;quot;Spider1&amp;quot; Position=&amp;quot;0,4891&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;DeactivateTrigger Target=&amp;quot;SpiderAlly&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggered when the specified unit type is dealt damage. In this case, if a Harridan (Unit_Spider) is damaged it causes them to attack position 0,4891 (the location of the colony). It also disables the trigger after it fires (so it won’t fire again).&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - DamageDealt in this example.&lt;br /&gt;
*TargetTemplate - The template name of the unit whose damage will fire this trigger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GameplayTimerExpired&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Victory&amp;quot; Type=&amp;quot;GameplayTimerExpired&amp;quot; Target=&amp;quot;VictoryTimer&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;EndMission Victory=&amp;quot;1&amp;quot; String=&amp;quot;Mission_VictoryString&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used to respond to the CreateGameplayTimer. In the above example, if the VictoryTimer runs out then the player wins the game.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - GameplayTimerExpired in this example.&lt;br /&gt;
*Target - The name of the timer being monitored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpecialAbility&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;MiltonTrigger&amp;quot; Type=&amp;quot;SpecialAbility&amp;quot; Template=&amp;quot;Orbital_Milton&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;AreaIndicator Name=&amp;quot;Milton_Highlight&amp;quot; Duration=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers when a special ability is used. In the above, it deletes an AreaIndicator when the player uses the Milton orbital ability.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - SpecialAbility in this example.&lt;br /&gt;
*Template - The template name of the special ability: &#039;&#039;Orbital_Lure, Orbital_EMP, Orbital_Milton, Orbital_Kill, Orbital_OrbitalStrike, Orbital_Overcharge, Orbital_Reinforce, Orbital_RushWave&#039;&#039; or &#039;&#039;Orbital_Teleport&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HPBoost&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;10&amp;quot; Inactive=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A timer trigger fires when the amount of seconds pass that are set in the Timer attribute. In the above example, the timer starts disabled (Inactive=”1”), so it has to be activated by another trigger before it will start its 10 second countdown (Timer=”10”). It then grants a HP boost to the AI player (Player=”1”) and calls itself. So it will continue to grant a HP boost to the AI player every 10 seconds until the mission ends.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - Timer in this example.&lt;br /&gt;
*Timer - The amount of seconds that need to pass before this trigger fires.&lt;br /&gt;
*Inactive - Timer triggers start enabled by default, setting this to 1 means that another trigger needs to ActivateTrigger this one before it starts its countdown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UnitDestroyed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HeartDies&amp;quot; Type=&amp;quot;UnitDestroyed&amp;quot; Template=&amp;quot;Unit_HeartOfThePhoenix_Egg&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the Timer description we saw a trigger that needed to be activated by another trigger. This trigger fires when the specified unit is destroyed, in this case a Heart of the Phoenix Egg (Template=”Unit_HeartOfThePhoenix_Egg”). Once it is destroyed it activates the HPBoost trigger.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - UnitDestroyed in this example.&lt;br /&gt;
*Template - The template type of unit that will cause this trigger to fire when it is destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Var&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Type=&amp;quot;Var&amp;quot; Var=&amp;quot;ReinforceCount&amp;quot; Value=&amp;quot;3&amp;quot; Operator=&amp;quot;&amp;gt;=&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Restrict Type=&amp;quot;Orbital&amp;quot; ID=&amp;quot;Orbital_Reinforce&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
  &amp;lt;DeactivateTrigger Target=&amp;quot;ReinforceTrigger&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Var triggers fire when a variable meets the criteria. In the above example it triggers when the “ReinforceCount” variable gets to 3 (Value=”3”) or higher (Operator=”&amp;gt;=”). This doesn’t do much good unless we have a ReinforceCount variable and something that is incrementing it. Something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;ReinforceTrigger&amp;quot; Type=&amp;quot;SpecialAbility&amp;quot; Template=&amp;quot;Orbital_Reinforce&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;Var Name=&amp;quot;ReinforceCount&amp;quot; Operation=&amp;quot;+&amp;quot; Value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This SpecialAbility trigger increments the ReinforceTrigger count each time the player uses the Reinforce ability.&lt;br /&gt;
&lt;br /&gt;
Used together, the counter goes up each time the player uses Reinforce. But when the player uses it for the 3rd time, it disables the Reinforce ability for the rest of the mission (or at least until a script turns it back on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WaveStarted&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Wave2Started&amp;quot; Type=&amp;quot;WaveStarted&amp;quot; Target=&amp;quot;Wave2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;The tight pathways of this sector are ideal for the /color:EEBeige/Corrosion Mortar/endcolor/. It can fire over terrain and soften up the enemy with damage over time.&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trigger fires when the specified wave starts. In the example, it triggers a dialog when Wave2 (Target=”Wave2”) begins.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - WaveStarted in this example.&lt;br /&gt;
*Target - The name of the Wave that will cause this trigger to fire.&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Actions&lt;br /&gt;
|content=&lt;br /&gt;
Actions are script commands that cause something to happen. Where a Trigger controls when it happens, an Action is the actual thing that affects the game. Actions are usually inside of triggers as in the following:&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Wave2Started&amp;quot; Type=&amp;quot;WaveStarted&amp;quot; Target=&amp;quot;Wave2&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;The tight pathways of this sector are ideal for the /color:EEBeige/Corrosion Mortar/endcolor/. It can fire over terrain and soften up the enemy with damage over time.&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above reads as: when the “WaveStarted” trigger fires, the Dialog action occurs.&lt;br /&gt;
&lt;br /&gt;
Triggers can contain multiple actions such as: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Type=&amp;quot;Var&amp;quot; Var=&amp;quot;ReinforceCount&amp;quot; Value=&amp;quot;3&amp;quot; Operator=&amp;quot;&amp;gt;=&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Restrict Type=&amp;quot;Orbital&amp;quot; ID=&amp;quot;Orbital_Reinforce&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
  &amp;lt;DeactivateTrigger Target=&amp;quot;ReinforceTrigger&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above reads as: when the “ReinforceCount” variable gets to 3 or higher, it will disable the Reinforcements orbital ability and deactivate the “ReinforceTrigger” trigger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ActivateTrigger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers can be scripted to be inactive such as with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HPBoost&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;10&amp;quot; Inactive=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers also deactivate after firing. So if you have a timer trigger that goes off after 10 seconds, it will fire after 10 seconds then mark itself as inactive.&lt;br /&gt;
&lt;br /&gt;
The ActivateTrigger action marks these triggers as active again. It is commonly used to cause triggers to repeat, or to have other triggers start working after a certain condition has been met (for example, if you want to start spawning new waves after the player upgrades his colony).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AreaIndicator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;AreaIndicator Name=&amp;quot;Milton_Highlight&amp;quot; Position=&amp;quot;704,-128,0&amp;quot; Color=&amp;quot;Blue&amp;quot; Size=&amp;quot;100&amp;quot; Duration=&amp;quot;-1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This puts a UI element on the ground at the position indicated. We use it in one of the missions as a tutorial element to help the player know where there is a good place to put Milton. You can update the specific AreaIndicator by passing in new attributes with the same Name. Duration of -1 means that it will last forever. If you want to turn it off, pass in a Duration of 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CreateGameplayTimer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;CreateGameplayTimer Name=&amp;quot;VictoryTimer&amp;quot; Time=&amp;quot;600&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This creates a gameplay timer that you can trigger off of with the GameplayTimerExpired trigger. You could, for example, give the player 60 seconds to place towers and then disable all towers afterwards. &lt;br /&gt;
&lt;br /&gt;
This is also commonly used with the GameplayTimerExpired trigger and the EndMission action to allow the player to win if he survives for N minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeactivateTrigger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DeactivateTrigger Target=&amp;quot;ReinforceTrigger&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the opposite of the ActivateTrigger function; it can deactivate any trigger. For example, if you have a trigger that spawns an enemy wave every 15 seconds as long as an enemy building exists, you could have the destruction of that building deactivate the unit spawning trigger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;OutpostDies&amp;quot; Type=&amp;quot;BuildingDestroyed&amp;quot; Template=&amp;quot;Building_Outpost&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;The first Outpost has been destroyed. Expect them to focus on the other Outpost and the Colony next.&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This creates a dialog popup. Entry characters can be “Husk”, “Zhukov”, “Milton”, “Persephone” or “Haalee”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EndMission&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;EndMission Victory=&amp;quot;1&amp;quot; String=&amp;quot;Mission_VictoryString&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege missions normally end when the game has processed a wave with the “IsFinalWave” attribute and all enemies have been killed. If you don’t want your scenario to end like that you don’t need to ever include a wave with the “IsFinalWave” attribute, and you can use this action to end the mission instead.&lt;br /&gt;
&lt;br /&gt;
You could have a trigger that requires the player to kill 1,000,000 reapers, and this EndMIssion trigger only grants victory when this is done. Or if the player has survived for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;EndMission Victory=&amp;quot;0&amp;quot; String=&amp;quot;EndGameResult_Seed_Lose&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above use of the EndMission action forces a player loss. This can be used if you want to create a special situation where the player must not allow an Outpost to be destroyed, or not allow an enemy to reach a certain area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GrantStuff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;600&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Radioactives=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GrantStuff provides free metal or energy (under the covers Energy is tracked as Radioactives). The free metal is used at the beginning of every mission to determine how much metal the player starts with. You can have triggers give out additional metal or energy if a certain enemy is killed, if you want to help the player out when he is getting attacked, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GrantTech&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GrantTech provides bonuses to the specified player. Remember Player 0 is the human player and Player 1 is the AI. Granting a “Weapons” tech to the player increases the amount of damage towers do. Granting a “HPs” tech to the AI increases the hit points of enemy ships.&lt;br /&gt;
&lt;br /&gt;
Granting increased HP’s to enemy ships is used frequently on the difficulty level triggers, it&#039;s also used on Endless maps to make sure the enemy waves keep getting tougher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QueueWave&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;QueueWave Target=&amp;quot;Wave1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
QueueWave was discussed in the Waves section above but it can be called from any trigger. For example, it might be interesting if the waves queued were based on the towers the player placed. So the Script was adjusting the enemies it was sending based on what the player&#039;s towers were weak against.&lt;br /&gt;
&lt;br /&gt;
This is also used in special triggers on some of the timed missions so that special waves get triggered when there is only 5 minutes left of the 10 minutes the player needs to survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrict&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Restrict Type=&amp;quot;Orbital&amp;quot; ID=&amp;quot;Orbital_Milton&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
&amp;lt;Restrict Type=&amp;quot;Building&amp;quot; ID=&amp;quot;Building_Lightning1&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restrict can be used to enable or disable orbitals or towers. Enable=”1” will enable the orbital or building; and Enable=”0” disables it. Hide=”0” means that the icon will still be visible (but disabled) while Hide=”1” hides the icon for that orbital or tower.&lt;br /&gt;
&lt;br /&gt;
This could also be used to disable all the towers and force the player to play a mission using only orbitals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpawnUnitOnPath&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-South&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SpawnUnitOnPath was discussed in the Units section of this guide but it can also be called from special triggers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Egg10Death&amp;quot; Type=&amp;quot;UnitDestroyed&amp;quot; UnitName=&amp;quot;Egg10&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Spider&amp;quot; Player=&amp;quot;1&amp;quot; Path=”Path-Egg10” /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above trigger fires if the unit called “Egg10” is destroyed. This is one of the large eggs on Caina. If it is destroyed it will spawn a Harridan (“Unit_Spider”) and send it on Path-Egg10 (a route from the destroyed egg to the colony).&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h2&lt;br /&gt;
|title=Putting It All Together&lt;br /&gt;
|content=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Mission ID=&amp;quot;Aberny&amp;quot; Title=&amp;quot;Mission_Aberny_Title&amp;quot; Description=&amp;quot;Mission_Aberny_Description&amp;quot; Map=&amp;quot;Aberny&amp;quot;&lt;br /&gt;
    PreviewImage=&amp;quot;Aberny.dds&amp;quot;&lt;br /&gt;
    NoVPVictory=&amp;quot;1&amp;quot;&lt;br /&gt;
    NoSeedVictory=&amp;quot;0&amp;quot;&lt;br /&gt;
    HideTerrain=&amp;quot;0&amp;quot;&lt;br /&gt;
    HideDifficulty=&amp;quot;0&amp;quot;&lt;br /&gt;
    HideUpgradePanel=&amp;quot;1&amp;quot;&lt;br /&gt;
    &amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Score Star1=&amp;quot;0&amp;quot; Star2=&amp;quot;15000&amp;quot; Star3=&amp;quot;30000&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Player Name=&amp;quot;You&amp;quot;     Faction=&amp;quot;PHC&amp;quot; Team=&amp;quot;0&amp;quot; Color=&amp;quot;2&amp;quot; StartLocation=&amp;quot;0&amp;quot; AIType=&amp;quot;Player&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;Player Name=&amp;quot;Agethon&amp;quot;   Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;1&amp;quot; Color=&amp;quot;4&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger ID=&amp;quot;Configure&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;0&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;HidePanel HideRank=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;200&amp;quot; /&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave3&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave4&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave5&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave6&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave7&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave8&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave9&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave10&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave11&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave12&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave13&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave14&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave15&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave1&amp;quot; Timer=&amp;quot;10&amp;quot; PortraitUnit=&amp;quot;Unit_Normal&amp;quot; Description=&amp;quot;Unit_Normal_Name&amp;quot; Direction=&amp;quot;Top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave2&amp;quot; Timer=&amp;quot;45&amp;quot; PortraitUnit=&amp;quot;Unit_Bomb&amp;quot; Description=&amp;quot;Unit_Bomb_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;250&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave3&amp;quot; Timer=&amp;quot;30&amp;quot; PortraitUnit=&amp;quot;Unit_Destructor&amp;quot; Description=&amp;quot;Unit_Destructor_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave4&amp;quot; Timer=&amp;quot;45&amp;quot; PortraitUnit=&amp;quot;Unit_Healer&amp;quot; Description=&amp;quot;Unit_Healer_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave5&amp;quot; Timer=&amp;quot;60&amp;quot; PortraitUnit=&amp;quot;Unit_Fast&amp;quot; Description=&amp;quot;Unit_Fast_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave6&amp;quot; Timer=&amp;quot;70&amp;quot; PortraitUnit=&amp;quot;Unit_Summoner&amp;quot; Description=&amp;quot;Unit_Summoner_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave7&amp;quot; Timer=&amp;quot;80&amp;quot; PortraitUnit=&amp;quot;Unit_Bomb&amp;quot; Description=&amp;quot;Unit_Bomb_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave8&amp;quot; Timer=&amp;quot;90&amp;quot; PortraitUnit=&amp;quot;Unit_Shielded&amp;quot; Description=&amp;quot;Unit_Shielded_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave9&amp;quot; Timer=&amp;quot;100&amp;quot; PortraitUnit=&amp;quot;Unit_HeavySwarm&amp;quot; Description=&amp;quot;Unit_HeavySwarm_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave9&amp;quot; Timer=&amp;quot;100&amp;quot; PortraitUnit=&amp;quot;Unit_SwarmShielded&amp;quot; Description=&amp;quot;Unit_SwarmShielded_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave11&amp;quot; Timer=&amp;quot;70&amp;quot; PortraitUnit=&amp;quot;Unit_Summoner&amp;quot; Description=&amp;quot;Unit_Summoner_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave12&amp;quot; Timer=&amp;quot;90&amp;quot; PortraitUnit=&amp;quot;Unit_Bomb&amp;quot; Description=&amp;quot;Unit_Bomb_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave13&amp;quot; Timer=&amp;quot;110&amp;quot; PortraitUnit=&amp;quot;Unit_FastShielded&amp;quot; Description=&amp;quot;Unit_FastShielded_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave14&amp;quot; Timer=&amp;quot;120&amp;quot; PortraitUnit=&amp;quot;Unit_HeavySwarm&amp;quot; Description=&amp;quot;Unit_HeavySwarm_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave15&amp;quot; Timer=&amp;quot;130&amp;quot; PortraitUnit=&amp;quot;Unit_Retributor&amp;quot; Description=&amp;quot;Unit_Retributor_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot; IsFinalWave=&amp;quot;1&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Retributor-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Wave Paths --&amp;gt;&lt;br /&gt;
&amp;lt;WavePath Name=&amp;quot;Path-North&amp;quot; ShowInScanMode=&amp;quot;False&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnPoint Position=&amp;quot;64,-4032&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;Waypoint Position=&amp;quot;-2624,-192&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Waypoint Position=&amp;quot;2752,-64&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Waypoint Position=&amp;quot;-2048,2432&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/WavePath&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Spawns --&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Bomb-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Bomb&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Destructor-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Destructor&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Fast-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Fast&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;FastShielded-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_FastShielded&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Healer-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Destructor&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Healer&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HeavySwarm-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_HeavySwarm&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Normal-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Retributor-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Retributor&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Shielded-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Shielded&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Summoner-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Summoner&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Swarm-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Swarm&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;SwarmShielded-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_SwarmShielded&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Ping Triggers--&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Ping-North&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;PingPath Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Difficulty Settings --&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty0&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty0_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.1f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;0.0f&amp;quot; SpawnCountLimit=&amp;quot;16&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty1&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty1_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.25f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;0.25f&amp;quot; SpawnCountLimit=&amp;quot;24&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty2&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty2_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.5f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;0.5f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty3&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty3_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.75f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty4&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty4_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.0f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty5&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty5_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.25f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty6&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty6_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.5f&amp;quot; ChronoRegenMultiplier=&amp;quot;0.5f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty7&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty7_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.75f&amp;quot; ChronoRegenMultiplier=&amp;quot;0.25f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty8&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty8_Desc&amp;quot; ScoreMultiplier=&amp;quot;2.0f&amp;quot; ChronoRegenMultiplier=&amp;quot;0.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty0&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;0&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty1&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;1&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty2&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;2&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty3&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;3&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty4&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;4&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty5&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;5&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty6&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;6&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty7&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;7&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty8&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;8&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DefaultUpgrades &amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Gun_Turret&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Laser&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Corrosion&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Lightning_Tower&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Cannon&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Metal&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Drone&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Slow_Turret&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Pulse_Cannon&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Ion_Cannon&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Battery&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Meteor_Tower&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/DefaultUpgrades&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/Mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Creating an Image&lt;br /&gt;
|content=&lt;br /&gt;
    PreviewImage=&amp;quot;Aberny.dds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You will need to create an image for your scenario. This image will be displayed on the scenario workshop screen and on the mission screen when the player is starting your mod. &lt;br /&gt;
&lt;br /&gt;
Preview images are .dds files. So you will need to convert the file into that format for Siege to be able to read and display it. The files go in your ../My Games/Siege of Centauri/Screenshots/ directory. I typically give them the same name as the scenario, but that isn’t required. Note that the name of the preview image is specified at the top of your mission file in the mission definition.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=ModdersGuide&amp;diff=90</id>
		<title>ModdersGuide</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=ModdersGuide&amp;diff=90"/>
		<updated>2022-04-01T19:40:25Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Modder&#039;s Guide&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=What is a Scenario?&lt;br /&gt;
|content=&lt;br /&gt;
A scenario is a mission that you can create and share with other players. At the simplest, you can create a new map (or use an existing map) and design your own waves of enemies. At its most complex you can use the scripting system in Siege to trigger a wide variety of actions and threats for the player.&lt;br /&gt;
&lt;br /&gt;
Scenarios can be easily uploaded and downloaded from the scenario workshop in Siege.&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Creating a Map&lt;br /&gt;
|content=&lt;br /&gt;
The map editor is accessible from the main menu of Siege of Centauri.  &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Map Select&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Select an existing map or select New Map. If you select New Map you will need to name the map, select a Map Size (I know everyone wants to pick the largest size, I recommend starting at 1536 for your first map) and a Terrain Type.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor-03.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Once you have set those things you start with a blank map with your colony on it and lots of options.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor-04.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Edit Terrain====&lt;br /&gt;
This allows you to set the terrain you would like for areas of your map. &lt;br /&gt;
&lt;br /&gt;
*Plains - This is the default flat ground enemies can travel on.&lt;br /&gt;
*Plateau - This is where towers can be placed. It is elevated above Plains.&lt;br /&gt;
*Mountains - Mountains are impassable by ground units and can block shots from direct fire weapons.&lt;br /&gt;
*Basin - Basins are impassable by ground units.&lt;br /&gt;
&lt;br /&gt;
====Edit Buildings====&lt;br /&gt;
&lt;br /&gt;
*Relay - Relay’s connect paths for unit movement.&lt;br /&gt;
*Metal Refinery - This produces metal for the player.&lt;br /&gt;
*Fission Reactor - This produces energy for the player.&lt;br /&gt;
*Outpost - Players get a score boost for each surviving Outpost when they complete the Mission.&lt;br /&gt;
*Storage Cell - Storage cells explode when clicked on, but they can only be used once.&lt;br /&gt;
*Dead Region - This marks an area that can’t be entered (to block relays from connecting over mountains, basins, etc).&lt;br /&gt;
&lt;br /&gt;
====Edit Cosmetic====&lt;br /&gt;
Depending on the environment, different cosmetic layers may use different textures. For example, on arctic one cosmetic layer is a snowy ground, while another is clear dirt. Play with the layers to find the one you want.&lt;br /&gt;
&lt;br /&gt;
====Edit Effects====&lt;br /&gt;
Effect layer 1 is Ground Fog. Typically we use to fill in the basins and give them life, but you can use it anywhere if you want to create foggy paths. More advanced modders can edit their MapEffects.csv file to use any effect in Siege for these layers; but the default is just for ground fog.&lt;br /&gt;
&lt;br /&gt;
====Brush Size====&lt;br /&gt;
Set it large if you want to paint a wide area quickly, set it small if you want to get into the finer details.&lt;br /&gt;
&lt;br /&gt;
====Rebuild Terrain====&lt;br /&gt;
This will cause the game to generate the map based on everything you have set. It may take a few minutes to do based on the size of your map and the power of your computer.&lt;br /&gt;
&lt;br /&gt;
[[File:MapEditor-01.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Toggle Display Mode====&lt;br /&gt;
After you “Rebuild Terrain” this toggle will let you switch between the graphical mode (seeing the map like you would in game), editor mode (seeing the regions clearly as when you start the map editor) and a mixed mode that blends them together. Personally, I stay in the data mode almost all of the time but it’s nice to switch over to the graphical view to see if a basin looks weird, if a path looks wide enough, etc. &lt;br /&gt;
&lt;br /&gt;
After rebuilding the terrain it will automatically switch to graphical mode so you will want to press this button to switch back to editor mode.&lt;br /&gt;
&lt;br /&gt;
====Enable Symmetry====&lt;br /&gt;
This allows you to select a wide variety of symmetrical options if you want to make sure whatever you are painting is perfectly symmetrical (for example if you want mirrored paths coming in from each side).&lt;br /&gt;
&lt;br /&gt;
====Environment Toggle====&lt;br /&gt;
This allows you to switch the environment of your map, from frozen, desert, volcanic, etc. This is most useful after rebuilding the terrain while you are in the Graphical Mode so you can see what the changed environment looks like.&lt;br /&gt;
&lt;br /&gt;
====Toggle Mouse Position====&lt;br /&gt;
This shows you the map coordinates of the cursor position. This is very important later on when we are making the mission.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Pro Tip:&#039;&#039;&#039; Write down the coordinates of important locations so you have them ready when you go to make your mission. You will want the coordinates of the places you want enemies to enter from, the coordinates of the colony and other buildings, as well as any other special locations you might want to send enemies to, or trigger actions at.&amp;lt;/blockquote&amp;gt;[[File:MapEditor-02.png]]&lt;br /&gt;
&lt;br /&gt;
==Creating a Mission==&lt;br /&gt;
The best resource for creating your own mission are the missions that come with the game. They are all in exactly the format you need and will give you lots of examples of how the designers made all the campaign missions work. Check them all out in the ..\Siege of Centauri\Assets\Campaign\AtlasProject\ directory.&lt;br /&gt;
&lt;br /&gt;
===The Mission File===&lt;br /&gt;
This is an XML file and it can be made with any text editor, even notepad. I use [https://notepad-plus-plus.org/ Notepad++].&lt;br /&gt;
&lt;br /&gt;
Create the file and save it in the ..\My Games\Siege of Centauri\Scenario\ directory. Name it the same as your scenario. In this example I’m creating a scenario called “Aberny”. Note I called my Map “Aberny”, my Mission “Aberny”, and the Scenario will be called “Aberny”. They don’t need to be the same - it was just convenient.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Mission&lt;br /&gt;
  ID=&amp;quot;Aberny&amp;quot; &lt;br /&gt;
  Title=&amp;quot;Aberny&amp;quot; &lt;br /&gt;
  Description=&amp;quot;An army approaches, but they do not target our colony.&amp;quot; &lt;br /&gt;
  Map=&amp;quot;Aberny&amp;quot;&lt;br /&gt;
  PreviewImage=&amp;quot;Aberny.dds&amp;quot;&lt;br /&gt;
  NoVPVictory=&amp;quot;1&amp;quot;&lt;br /&gt;
  NoSeedVictory=&amp;quot;0&amp;quot;&lt;br /&gt;
  HideTerrain=&amp;quot;0&amp;quot;&lt;br /&gt;
  HideDifficulty=&amp;quot;0&amp;quot;&lt;br /&gt;
  HideUpgradePanel=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Score Star1=&amp;quot;0&amp;quot; Star2=&amp;quot;15000&amp;quot; Star3=&amp;quot;30000&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;Player Name=&amp;quot;You&amp;quot; Faction=&amp;quot;PHC&amp;quot; Team=&amp;quot;0&amp;quot; Color=&amp;quot;2&amp;quot; StartLocation=&amp;quot;0&amp;quot; AIType=&amp;quot;Player&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Player Name=&amp;quot;Agethon&amp;quot; Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;1&amp;quot; Color=&amp;quot;4&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The above is an example of a working mission (though it doesn’t do anything yet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission attributes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*ID - This needs to be unique. You may want to append your own name to it so you don’t have to worry about conflicting with someone else’s in the workshop.&lt;br /&gt;
*Title - The name that people will see in the workshop.&lt;br /&gt;
*Description - The detailed description that appears when someone clicks on this in the workshop.&lt;br /&gt;
*Map - The name of the map you created for this mission.&lt;br /&gt;
*PreviewImage - This is the picture that will be displayed in the workshop and in game. Later we will go through how to create it.&lt;br /&gt;
&lt;br /&gt;
Ignore the other mission attributes and the score element. In setting up the players, &#039;&#039;the human always has to be the first player listed.&#039;&#039; The first player listed is player 0, the second player listed is player 1, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player attributes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - Not used.&lt;br /&gt;
*Faction - The Human player should always be “PHC”, the enemies should always be “ss”.&lt;br /&gt;
*Team - Typically the human player is team “0” and the AI is team “1” but if you want to create multiple players you can make more teams or put them on teams together.&lt;br /&gt;
*Color - Typically the human player is 2 (blue) and the AI is 4 (orange) though we do let the player change this a bit on some maps to make them more visible.&lt;br /&gt;
*StartLocation - This should always be set to “0”.&lt;br /&gt;
*AIType - The human player should be “Player” and the AI “Off”.&lt;br /&gt;
*NoEngineer - Always set to “1”.&lt;br /&gt;
*NoSeed - AI players should have this set to “1”.&lt;br /&gt;
&lt;br /&gt;
====Example: Warring Enemies====&lt;br /&gt;
By creating a third player we can spawn units on another side as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;Player Name=&amp;quot;You&amp;quot; Faction=&amp;quot;PHC&amp;quot; Team=&amp;quot;0&amp;quot; Color=&amp;quot;2&amp;quot; StartLocation=&amp;quot;0&amp;quot; AIType=&amp;quot;Player&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;Player Name=&amp;quot;Agethon&amp;quot; Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;1&amp;quot; Color=&amp;quot;4&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;Player Name=&amp;quot;Decius&amp;quot; Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;2&amp;quot; Color=&amp;quot;15&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice I gave the third player a new name (they have to be unique), a new team (so the Decius player isn’t allied with the human or with the AI and a new color (so the player can see that they are different from AI player “Agethon”. Now when we spawn units we can do it as either player 1 (Agethon) or player 2 (Decius) and these units will both attack the human player as well as fight with each other.&lt;br /&gt;
&lt;br /&gt;
===Setting Things Up===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger ID=&amp;quot;Configure&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;0&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;HidePanel HideRank=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;200&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave1&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave2&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave3&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave4&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave5&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave6&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave7&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave8&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave9&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave11&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave12&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave13&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave14&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;QueueWave Target=&amp;quot;Wave15&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the Mission setup we configure the starting information for the player. We will go through triggers in more detail later, but the short version is that this trigger starts the player with 200 Metal and loads in 15 waves.&lt;br /&gt;
&lt;br /&gt;
Note that QueueWave puts the waves in order as they are called. In this example Wave2 won’t trigger until Wave1 is done. If you have a trigger that added QueueWave SurpriseAttack it would go at the end of all the other waves that were currently waiting in line (so in this example it would go after Wave15).&lt;br /&gt;
&lt;br /&gt;
===What is a Wave?===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave1&amp;quot; Timer=&amp;quot;10&amp;quot; PortraitUnit=&amp;quot;Unit_Normal&amp;quot; Description=&amp;quot;Unit_Normal_Name&amp;quot; Direction=&amp;quot;Top&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above is the definition for a wave. When the Configure trigger said to “QueueWave Target=”Wave1”, this is what it will run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Timer - How many second after this wave is triggered will it wait before spawning. This allows us to control the gap between waves. Do you want it to wait 90 seconds before sending the next army in, or 5 seconds?&lt;br /&gt;
*PortraitUnit - This is the template name of the unit you want to represent this wave in the wave panel on the top of the screen.&lt;br /&gt;
*Description - This is the description that will go in the wave panel for this wave.&lt;br /&gt;
*Direction - This can be Top, Bottom, Right, Left or any combination of them. This is what is used to set the arrows when the player mouses over the wave panel icon. If multiples are used, put a comma between them. (ex: Direction=”Right,Left”)&lt;br /&gt;
*RushBonus - The maximum amount of metal that can be gained by rushing this wave. Typically about 250 is good.&lt;br /&gt;
*RushCountdown - The countdown timer that determines how quickly to reduce the metal bonus as a wave gets closer to the time it is going to spawn. Typically 70 is good.&lt;br /&gt;
*Repeat - If you want this wave to repeat you can put the amount of times here. If you want it to repeat forever set it equal to Repeat=”-1”.&lt;br /&gt;
*RepeatTimer - If the wave is set to repeat, this is the time before it repeats. Does it repeat every 300 seconds or every 30?&lt;br /&gt;
*IsFinalWave - The last wave you have needs to have this set to IsFinalWave=”1”. This tells the game that no future waves are coming so it can award victory to the player if they kill all the enemies after this point.&lt;br /&gt;
&lt;br /&gt;
The Wave element has DoWaveSpawn sub-elements. This is what those do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DoWaveSpawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Target - This is the trigger that the DoWaveSpawn calls (we will take a look at setting these up later) that actually generates the units.&lt;br /&gt;
*Delay - If you want to have a delay between these DoWaveSpawns. In the above example it spawns a group of “Normal” then waits 1 second, then spawns another  group.&lt;br /&gt;
&lt;br /&gt;
====The Ping Spawn====&lt;br /&gt;
One of the DoWaveSpawns listed above calls “Ping-North”. This is what the game uses to put the alert on the minimap and play the audio queue that a new wave is beginning. The ping spawn is simple and just consists of a PingPath with a Path set to the path the units will be called on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Ping-North&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;PingPath Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What is a Path?===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;WavePath Name=&amp;quot;Path-North&amp;quot; ShowInScanMode=&amp;quot;False&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnPoint Position=&amp;quot;64,-4032&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Waypoint Position=&amp;quot;-2624,-192&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;Waypoint Position=&amp;quot;2752,-64&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;Waypoint Position=&amp;quot;-2048,2432&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/WavePath&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A path is a set of coordinates armies will follow when they are spawned. You can setup as many paths as you would like. The above path definition has the following attributes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WavePath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - This name has to be unique. It is what PingPath uses and the SpawnUnitOnPath trigger uses.&lt;br /&gt;
*ShowInScanMode - This determines if this path is displayed when the player presses the Ctrl key. Typically we only set if for the paths of Air units (so the player can see the path air units will follow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpawnPoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Position - This is the starting point of the path. This is where units will be initially spawned with a SpawnUnitOnPath trigger is used or where the Ping will happen on a PingPath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waypoint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Position - This is where the units will go after being spawned. They will go to each waypoint defined and attempt to reach that position before going on to the next. In most cases the only waypoint required is the colony location, but in some cases you might want to have more granular control over where they go. In the above example, the path leads to 2 other buildings before heading to the final waypoint, which is the Colony.&lt;br /&gt;
&lt;br /&gt;
===Spawning Units===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Normal-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above trigger is what is called from DoWaveSpawn. It is where the exact units are specified as well as the path they will travel on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trigger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - This is the name that is called from the DoWaveSpawn trigger.&lt;br /&gt;
*Type - Always use “WaveSpawn” here. We will cover other types of triggers later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SpawnUnitOnPath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name - We typically use “Parent” for every unit name. The only time this really matters is when you are parenting other units to this unit, or if you have a specific trigger setup (when this unit is destroyed or gets to a particular location).&lt;br /&gt;
*Parent - This is only needed when you are building an army where you want the units to stay together. In the example above there are 3 “Unit_Normal_3” units being spawned and the second two are following the first.&lt;br /&gt;
*Template - This is the unit template being used. There is a full list of the available units in Siege below.&lt;br /&gt;
*Player - Player 0 is always the human player (if you want to spawn some units on the player&#039;s side). Player 1 is the AI. If you add more players, they can also be referenced here.&lt;br /&gt;
*Path - This the path that the units will be spawned and travel on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Units&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Unit_Air - Punisher, a medium strength flying unit.&lt;br /&gt;
*Unit_Air_Carrier - Gliding Crane, air transport which drops units at a set location.&lt;br /&gt;
*Unit_Air_Heavy - Harbinger, a powerful air unit that takes a lot to shoot down.&lt;br /&gt;
*Unit_Air_Destruction - Vulture, a powerful air unit that can destroy towers.&lt;br /&gt;
*Unit_Air_Swarm - Sparrow, a swarm of small flying units.&lt;br /&gt;
*Unit_Bomb - Falling Star, a unit that explodes when destroyed and disables surrounding towers.&lt;br /&gt;
*Unit_ClutchOfEggs - Clutch of Eggs, explodes and releases a swarm of Hatchlings when destroyed.&lt;br /&gt;
*Unit_ClutchOfEggsBaby - Hatchlings, a swarm of small spiders.&lt;br /&gt;
*Unit_Destructor - Destructor, a medium sized non-shielded unit.&lt;br /&gt;
*Unit_Speed - Taskmaster, speeds up surrounding allies.&lt;br /&gt;
*Unit_Fast - Capacitor, small and quick.&lt;br /&gt;
*Unit_FastShielded - Hooded Turbine, medium sized fast and shielded unit.&lt;br /&gt;
*Unit_Healer - Corrupted Healer, heals surrounding allies.&lt;br /&gt;
*Unit_HeartOfThePhoenix - Heart of the Phoenix, juggernaut, transforms to an egg when destroyed.&lt;br /&gt;
*Unit_HeartOfThePhoenix_Egg - Heart of the Phoenix egg, given enough time it will be reborn to a Heart of the Phoenix.&lt;br /&gt;
*Unit_HeavySwarm - Scarab, slow swarm with a lot of hit points.&lt;br /&gt;
*Unit_Hive - Rolling Hive, medium sized unit that produces small flying units as it goes.&lt;br /&gt;
*Unit_Summoner - Floating Factory, medium sized unit that gathers a swarm of Scarabs as it goes.&lt;br /&gt;
*Unit_Milton - Milton, everyone’s favorite death machine.&lt;br /&gt;
*Unit_NestOfTheQueen - Nest of the Queen, juggernaut, produces Falling Stars as it goes.&lt;br /&gt;
*Unit_Normal - Masochist, small, fast unit.&lt;br /&gt;
*Unit_Normal_3 - A group of 3 Masochists.&lt;br /&gt;
*Unit_Nullifier - Mobile Nullifier, medium unit that the player can’t use orbital abilities around.&lt;br /&gt;
*Unit_Overmind - Overmind, dreadnought with low hit points and high shields.&lt;br /&gt;
*Unit_Reinforcements - Reinforcements, good for soaking up some damage before being destroyed.&lt;br /&gt;
*Unit_Retributor - Retributor, dreadnought with high hit points and low shields.&lt;br /&gt;
*Unit_Shielded - Eradicator, slow unit with heavy shields.&lt;br /&gt;
*Unit_Spider - Harridan, organic spiders in large, quick swarms.&lt;br /&gt;
*Unit_Swarm - Reaper, a large group of small units.&lt;br /&gt;
*Unit_SwarmShielded - Martyr, a swarm of small, shielded units.&lt;br /&gt;
&lt;br /&gt;
====Example: A Wave of Miltons====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Milton-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Milton&amp;quot; Player=&amp;quot;0&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above trigger will spawn Milton (Template=”Unit_Milton”) on the players side (Player=”0”) that will spawn in and follow the Path-North, attacking any enemies he encounters along the way.&lt;br /&gt;
&lt;br /&gt;
===Triggers===&lt;br /&gt;
There are a wide variety of triggers to cause things to happen, or respond to things that happen. Check out the existing missions to see lots of examples of them at work.&lt;br /&gt;
&lt;br /&gt;
No triggers beyond those presented above (WaveSpawn) are required to make a great scenario, but they can allow you to make your scenario unique.&lt;br /&gt;
&lt;br /&gt;
====Area====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Carrier-Drop&amp;quot; Type=&amp;quot;Area&amp;quot; Template=&amp;quot;Unit_Air_Carrier&amp;quot; Center=&amp;quot;-2663,-1940&amp;quot; Size=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Swarm&amp;quot; Player=&amp;quot;1&amp;quot; Path=”CarrierDropPath&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Area triggers when the specified unit type comes into range. The above waits for an air transport (“Unit_Air_Carrier”) to come into range (within 100 of the -2663,-1940 coordinates). If that happens it spawns a group of Reapers (“Unit_Swarm”).&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - Area in this example.&lt;br /&gt;
*Template - The type of unit that causes this trigger to fire.&lt;br /&gt;
*Center - The area that is being monitored.&lt;br /&gt;
*Size - The size of the area being monitored.&lt;br /&gt;
&lt;br /&gt;
====BuildingDestroyed====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;OutpostDies&amp;quot; Type=&amp;quot;BuildingDestroyed&amp;quot; Template=&amp;quot;Building_Outpost&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;Dialog_Dule_OutpostDestroyed_Husk&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggered when a building of the specified type is destroyed. In the above example, a dialog string plays when an outpost is destroyed.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - BuildingDestroyed in this example.&lt;br /&gt;
*Template - The type of building whose destruction will fire this trigger. Check BuildingTemplates.csv for a full list of all the building template types.&lt;br /&gt;
&lt;br /&gt;
====BuildingStarted====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;BuiltBomb2&amp;quot; Type=&amp;quot;BuildingStarted&amp;quot; Template=&amp;quot;Bomb_Seed2&amp;quot; IsBuilding=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Milton&amp;quot; Text=&amp;quot;Dialog_Sedge_Bomb2_Milton&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggered when a building starts being built. In the above example it triggers a dialog when the player upgrades to Bomb_Seed2.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - BuildingStarted in this example.&lt;br /&gt;
*Template - The template name for the building being built. Check BuildingTemplates.csv for a full list of all the building template types.&lt;br /&gt;
*IsBuilding - Set to 1 to force it to trigger on building.&lt;br /&gt;
&lt;br /&gt;
====DamageDealt====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;SpiderEnemy&amp;quot; Type=&amp;quot;DamageDealt&amp;quot; TargetTemplate=&amp;quot;Unit_Spider&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;AttackAttackMove Name=&amp;quot;Spider1&amp;quot; Position=&amp;quot;0,4891&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;DeactivateTrigger Target=&amp;quot;SpiderAlly&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggered when the specified unit type is dealt damage. In this case, if a Harridan (Unit_Spider) is damaged it causes them to attack position 0,4891 (the location of the colony). It also disables the trigger after it fires (so it won’t fire again).&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - DamageDealt in this example.&lt;br /&gt;
*TargetTemplate - The template name of the unit whose damage will fire this trigger.&lt;br /&gt;
&lt;br /&gt;
====GameplayTimerExpired====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Victory&amp;quot; Type=&amp;quot;GameplayTimerExpired&amp;quot; Target=&amp;quot;VictoryTimer&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;EndMission Victory=&amp;quot;1&amp;quot; String=&amp;quot;Mission_VictoryString&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used to respond to the CreateGameplayTimer. In the above example, if the VictoryTimer runs out then the player wins the game.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - GameplayTimerExpired in this example.&lt;br /&gt;
*Target - The name of the timer being monitored.&lt;br /&gt;
&lt;br /&gt;
====SpecialAbility====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;MiltonTrigger&amp;quot; Type=&amp;quot;SpecialAbility&amp;quot; Template=&amp;quot;Orbital_Milton&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;AreaIndicator Name=&amp;quot;Milton_Highlight&amp;quot; Duration=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers when a special ability is used. In the above, it deletes an AreaIndicator when the player uses the Milton orbital ability.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - SpecialAbility in this example.&lt;br /&gt;
*Template - The template name of the special ability: &#039;&#039;Orbital_Lure, Orbital_EMP, Orbital_Milton, Orbital_Kill, Orbital_OrbitalStrike, Orbital_Overcharge, Orbital_Reinforce, Orbital_RushWave&#039;&#039; or &#039;&#039;Orbital_Teleport&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Timer====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HPBoost&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;10&amp;quot; Inactive=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A timer trigger fires when the amount of seconds pass that are set in the Timer attribute. In the above example, the timer starts disabled (Inactive=”1”), so it has to be activated by another trigger before it will start its 10 second countdown (Timer=”10”). It then grants a HP boost to the AI player (Player=”1”) and calls itself. So it will continue to grant a HP boost to the AI player every 10 seconds until the mission ends.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - Timer in this example.&lt;br /&gt;
*Timer - The amount of seconds that need to pass before this trigger fires.&lt;br /&gt;
*Inactive - Timer triggers start enabled by default, setting this to 1 means that another trigger needs to ActivateTrigger this one before it starts its countdown.&lt;br /&gt;
&lt;br /&gt;
====UnitDestroyed====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HeartDies&amp;quot; Type=&amp;quot;UnitDestroyed&amp;quot; Template=&amp;quot;Unit_HeartOfThePhoenix_Egg&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the Timer description we saw a trigger that needed to be activated by another trigger. This trigger fires when the specified unit is destroyed, in this case a Heart of the Phoenix Egg (Template=”Unit_HeartOfThePhoenix_Egg”). Once it is destroyed it activates the HPBoost trigger.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - UnitDestroyed in this example.&lt;br /&gt;
*Template - The template type of unit that will cause this trigger to fire when it is destroyed.&lt;br /&gt;
&lt;br /&gt;
====Var====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Type=&amp;quot;Var&amp;quot; Var=&amp;quot;ReinforceCount&amp;quot; Value=&amp;quot;3&amp;quot; Operator=&amp;quot;&amp;gt;=&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Restrict Type=&amp;quot;Orbital&amp;quot; ID=&amp;quot;Orbital_Reinforce&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
  &amp;lt;DeactivateTrigger Target=&amp;quot;ReinforceTrigger&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Var triggers fire when a variable meets the criteria. In the above example it triggers when the “ReinforceCount” variable gets to 3 (Value=”3”) or higher (Operator=”&amp;gt;=”). This doesn’t do much good unless we have a ReinforceCount variable and something that is incrementing it. Something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;ReinforceTrigger&amp;quot; Type=&amp;quot;SpecialAbility&amp;quot; Template=&amp;quot;Orbital_Reinforce&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;Var Name=&amp;quot;ReinforceCount&amp;quot; Operation=&amp;quot;+&amp;quot; Value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This SpecialAbility trigger increments the ReinforceTrigger count each time the player uses the Reinforce ability.&lt;br /&gt;
&lt;br /&gt;
Used together, the counter goes up each time the player uses Reinforce. But when the player uses it for the 3rd time, it disables the Reinforce ability for the rest of the mission (or at least until a script turns it back on).&lt;br /&gt;
&lt;br /&gt;
====WaveStarted====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Wave2Started&amp;quot; Type=&amp;quot;WaveStarted&amp;quot; Target=&amp;quot;Wave2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;The tight pathways of this sector are ideal for the /color:EEBeige/Corrosion Mortar/endcolor/. It can fire over terrain and soften up the enemy with damage over time.&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trigger fires when the specified wave starts. In the example, it triggers a dialog when Wave2 (Target=”Wave2”) begins.&lt;br /&gt;
&lt;br /&gt;
*Name - Names need to be unique.&lt;br /&gt;
*Type - WaveStarted in this example.&lt;br /&gt;
*Target - The name of the Wave that will cause this trigger to fire.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are script commands that cause something to happen. Where a Trigger controls when it happens, an Action is the actual thing that affects the game. Actions are usually inside of triggers as in the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Wave2Started&amp;quot; Type=&amp;quot;WaveStarted&amp;quot; Target=&amp;quot;Wave2&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;The tight pathways of this sector are ideal for the /color:EEBeige/Corrosion Mortar/endcolor/. It can fire over terrain and soften up the enemy with damage over time.&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above reads as: when the “WaveStarted” trigger fires, the Dialog action occurs.&lt;br /&gt;
&lt;br /&gt;
Triggers can contain multiple actions such as: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Type=&amp;quot;Var&amp;quot; Var=&amp;quot;ReinforceCount&amp;quot; Value=&amp;quot;3&amp;quot; Operator=&amp;quot;&amp;gt;=&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Restrict Type=&amp;quot;Orbital&amp;quot; ID=&amp;quot;Orbital_Reinforce&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
  &amp;lt;DeactivateTrigger Target=&amp;quot;ReinforceTrigger&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above reads as: when the “ReinforceCount” variable gets to 3 or higher, it will disable the Reinforcements orbital ability and deactivate the “ReinforceTrigger” trigger.&lt;br /&gt;
&lt;br /&gt;
====ActivateTrigger====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers can be scripted to be inactive such as with the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HPBoost&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;10&amp;quot; Inactive=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;ActivateTrigger Target=&amp;quot;HPBoost&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggers also deactivate after firing. So if you have a timer trigger that goes off after 10 seconds, it will fire after 10 seconds then mark itself as inactive.&lt;br /&gt;
&lt;br /&gt;
The ActivateTrigger action marks these triggers as active again. It is commonly used to cause triggers to repeat, or to have other triggers start working after a certain condition has been met (for example, if you want to start spawning new waves after the player upgrades his colony).&lt;br /&gt;
&lt;br /&gt;
====AreaIndicator====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;AreaIndicator Name=&amp;quot;Milton_Highlight&amp;quot; Position=&amp;quot;704,-128,0&amp;quot; Color=&amp;quot;Blue&amp;quot; Size=&amp;quot;100&amp;quot; Duration=&amp;quot;-1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This puts a UI element on the ground at the position indicated. We use it in one of the missions as a tutorial element to help the player know where there is a good place to put Milton. You can update the specific AreaIndicator by passing in new attributes with the same Name. Duration of -1 means that it will last forever. If you want to turn it off, pass in a Duration of 0.&lt;br /&gt;
&lt;br /&gt;
====CreateGameplayTimer====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;CreateGameplayTimer Name=&amp;quot;VictoryTimer&amp;quot; Time=&amp;quot;600&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This creates a gameplay timer that you can trigger off of with the GameplayTimerExpired trigger. You could, for example, give the player 60 seconds to place towers and then disable all towers afterwards. &lt;br /&gt;
&lt;br /&gt;
This is also commonly used with the GameplayTimerExpired trigger and the EndMission action to allow the player to win if he survives for N minutes.&lt;br /&gt;
&lt;br /&gt;
====DeactivateTrigger====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DeactivateTrigger Target=&amp;quot;ReinforceTrigger&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the opposite of the ActivateTrigger function; it can deactivate any trigger. For example, if you have a trigger that spawns an enemy wave every 15 seconds as long as an enemy building exists, you could have the destruction of that building deactivate the unit spawning trigger.&lt;br /&gt;
&lt;br /&gt;
====Dialog====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;OutpostDies&amp;quot; Type=&amp;quot;BuildingDestroyed&amp;quot; Template=&amp;quot;Building_Outpost&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Dialog&amp;gt;&lt;br /&gt;
    &amp;lt;Entry Character=&amp;quot;Husk&amp;quot; Text=&amp;quot;The first Outpost has been destroyed. Expect them to focus on the other Outpost and the Colony next.&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/Dialog&amp;gt; &lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This creates a dialog popup. Entry characters can be “Husk”, “Zhukov”, “Milton”, “Persephone” or “Haalee”.&lt;br /&gt;
&lt;br /&gt;
====EndMission====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;EndMission Victory=&amp;quot;1&amp;quot; String=&amp;quot;Mission_VictoryString&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege missions normally end when the game has processed a wave with the “IsFinalWave” attribute and all enemies have been killed. If you don’t want your scenario to end like that you don’t need to ever include a wave with the “IsFinalWave” attribute, and you can use this action to end the mission instead.&lt;br /&gt;
&lt;br /&gt;
You could have a trigger that requires the player to kill 1,000,000 reapers, and this EndMIssion trigger only grants victory when this is done. Or if the player has survived for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;EndMission Victory=&amp;quot;0&amp;quot; String=&amp;quot;EndGameResult_Seed_Lose&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above use of the EndMission action forces a player loss. This can be used if you want to create a special situation where the player must not allow an Outpost to be destroyed, or not allow an enemy to reach a certain area.&lt;br /&gt;
&lt;br /&gt;
====GrantStuff====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;600&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Radioactives=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GrantStuff provides free metal or energy (under the covers Energy is tracked as Radioactives). The free metal is used at the beginning of every mission to determine how much metal the player starts with. You can have triggers give out additional metal or energy if a certain enemy is killed, if you want to help the player out when he is getting attacked, etc.&lt;br /&gt;
&lt;br /&gt;
====GrantTech====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GrantTech provides bonuses to the specified player. Remember Player 0 is the human player and Player 1 is the AI. Granting a “Weapons” tech to the player increases the amount of damage towers do. Granting a “HPs” tech to the AI increases the hit points of enemy ships.&lt;br /&gt;
&lt;br /&gt;
Granting increased HP’s to enemy ships is used frequently on the difficulty level triggers, it&#039;s also used on Endless maps to make sure the enemy waves keep getting tougher.&lt;br /&gt;
&lt;br /&gt;
====QueueWave====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;QueueWave Target=&amp;quot;Wave1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
QueueWave was discussed in the Waves section above but it can be called from any trigger. For example, it might be interesting if the waves queued were based on the towers the player placed. So the Script was adjusting the enemies it was sending based on what the player&#039;s towers were weak against.&lt;br /&gt;
&lt;br /&gt;
This is also used in special triggers on some of the timed missions so that special waves get triggered when there is only 5 minutes left of the 10 minutes the player needs to survive.&lt;br /&gt;
&lt;br /&gt;
====Restrict====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Restrict Type=&amp;quot;Orbital&amp;quot; ID=&amp;quot;Orbital_Milton&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
&amp;lt;Restrict Type=&amp;quot;Building&amp;quot; ID=&amp;quot;Building_Lightning1&amp;quot; Enable=&amp;quot;0&amp;quot; Hide=&amp;quot;0&amp;quot;  /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restrict can be used to enable or disable orbitals or towers. Enable=”1” will enable the orbital or building; and Enable=”0” disables it. Hide=”0” means that the icon will still be visible (but disabled) while Hide=”1” hides the icon for that orbital or tower.&lt;br /&gt;
&lt;br /&gt;
This could also be used to disable all the towers and force the player to play a mission using only orbitals.&lt;br /&gt;
&lt;br /&gt;
====SpawnUnitOnPath====&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-South&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SpawnUnitOnPath was discussed in the Units section of this guide but it can also be called from special triggers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Egg10Death&amp;quot; Type=&amp;quot;UnitDestroyed&amp;quot; UnitName=&amp;quot;Egg10&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Spider&amp;quot; Player=&amp;quot;1&amp;quot; Path=”Path-Egg10” /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above trigger fires if the unit called “Egg10” is destroyed. This is one of the large eggs on Caina. If it is destroyed it will spawn a Harridan (“Unit_Spider”) and send it on Path-Egg10 (a route from the destroyed egg to the colony).&lt;br /&gt;
&lt;br /&gt;
===Putting It All Together===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: blue&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Mission ID=&amp;quot;Aberny&amp;quot; Title=&amp;quot;Mission_Aberny_Title&amp;quot; Description=&amp;quot;Mission_Aberny_Description&amp;quot; Map=&amp;quot;Aberny&amp;quot;&lt;br /&gt;
    PreviewImage=&amp;quot;Aberny.dds&amp;quot;&lt;br /&gt;
    NoVPVictory=&amp;quot;1&amp;quot;&lt;br /&gt;
    NoSeedVictory=&amp;quot;0&amp;quot;&lt;br /&gt;
    HideTerrain=&amp;quot;0&amp;quot;&lt;br /&gt;
    HideDifficulty=&amp;quot;0&amp;quot;&lt;br /&gt;
    HideUpgradePanel=&amp;quot;1&amp;quot;&lt;br /&gt;
    &amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Score Star1=&amp;quot;0&amp;quot; Star2=&amp;quot;15000&amp;quot; Star3=&amp;quot;30000&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Player Name=&amp;quot;You&amp;quot;     Faction=&amp;quot;PHC&amp;quot; Team=&amp;quot;0&amp;quot; Color=&amp;quot;2&amp;quot; StartLocation=&amp;quot;0&amp;quot; AIType=&amp;quot;Player&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;Player Name=&amp;quot;Agethon&amp;quot;   Faction=&amp;quot;ss&amp;quot; Team=&amp;quot;1&amp;quot; Color=&amp;quot;4&amp;quot; AIType=&amp;quot;Off&amp;quot; StartLocation=&amp;quot;0&amp;quot; NoSeed=&amp;quot;1&amp;quot; NoEngineer=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger ID=&amp;quot;Configure&amp;quot; Type=&amp;quot;Timer&amp;quot; Timer=&amp;quot;0&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;HidePanel HideRank=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;200&amp;quot; /&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave3&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave4&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave5&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave6&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave7&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave8&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave9&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave10&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave11&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave12&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave13&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave14&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;QueueWave Target=&amp;quot;Wave15&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave1&amp;quot; Timer=&amp;quot;10&amp;quot; PortraitUnit=&amp;quot;Unit_Normal&amp;quot; Description=&amp;quot;Unit_Normal_Name&amp;quot; Direction=&amp;quot;Top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave2&amp;quot; Timer=&amp;quot;45&amp;quot; PortraitUnit=&amp;quot;Unit_Bomb&amp;quot; Description=&amp;quot;Unit_Bomb_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;250&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave3&amp;quot; Timer=&amp;quot;30&amp;quot; PortraitUnit=&amp;quot;Unit_Destructor&amp;quot; Description=&amp;quot;Unit_Destructor_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Destructor-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave4&amp;quot; Timer=&amp;quot;45&amp;quot; PortraitUnit=&amp;quot;Unit_Healer&amp;quot; Description=&amp;quot;Unit_Healer_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave5&amp;quot; Timer=&amp;quot;60&amp;quot; PortraitUnit=&amp;quot;Unit_Fast&amp;quot; Description=&amp;quot;Unit_Fast_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Fast-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave6&amp;quot; Timer=&amp;quot;70&amp;quot; PortraitUnit=&amp;quot;Unit_Summoner&amp;quot; Description=&amp;quot;Unit_Summoner_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave7&amp;quot; Timer=&amp;quot;80&amp;quot; PortraitUnit=&amp;quot;Unit_Bomb&amp;quot; Description=&amp;quot;Unit_Bomb_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave8&amp;quot; Timer=&amp;quot;90&amp;quot; PortraitUnit=&amp;quot;Unit_Shielded&amp;quot; Description=&amp;quot;Unit_Shielded_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Normal-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Shielded-Spawn&amp;quot; Delay=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave9&amp;quot; Timer=&amp;quot;100&amp;quot; PortraitUnit=&amp;quot;Unit_HeavySwarm&amp;quot; Description=&amp;quot;Unit_HeavySwarm_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave9&amp;quot; Timer=&amp;quot;100&amp;quot; PortraitUnit=&amp;quot;Unit_SwarmShielded&amp;quot; Description=&amp;quot;Unit_SwarmShielded_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;SwarmShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave11&amp;quot; Timer=&amp;quot;70&amp;quot; PortraitUnit=&amp;quot;Unit_Summoner&amp;quot; Description=&amp;quot;Unit_Summoner_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Summoner-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave12&amp;quot; Timer=&amp;quot;90&amp;quot; PortraitUnit=&amp;quot;Unit_Bomb&amp;quot; Description=&amp;quot;Unit_Bomb_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Bomb-Spawn&amp;quot; Delay=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave13&amp;quot; Timer=&amp;quot;110&amp;quot; PortraitUnit=&amp;quot;Unit_FastShielded&amp;quot; Description=&amp;quot;Unit_FastShielded_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;FastShielded-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave14&amp;quot; Timer=&amp;quot;120&amp;quot; PortraitUnit=&amp;quot;Unit_HeavySwarm&amp;quot; Description=&amp;quot;Unit_HeavySwarm_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;HeavySwarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Wave Name=&amp;quot;Wave15&amp;quot; Timer=&amp;quot;130&amp;quot; PortraitUnit=&amp;quot;Unit_Retributor&amp;quot; Description=&amp;quot;Unit_Retributor_Name&amp;quot; Direction=&amp;quot;Top&amp;quot; RushBonus=&amp;quot;350&amp;quot; RushCountdown=&amp;quot;70&amp;quot; IsFinalWave=&amp;quot;1&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;DoWaveSpawn Target=&amp;quot;Ping-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Retributor-Spawn&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Healer-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;DoWaveSpawn Target=&amp;quot;Swarm-Spawn&amp;quot; Delay=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/Wave&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Wave Paths --&amp;gt;&lt;br /&gt;
&amp;lt;WavePath Name=&amp;quot;Path-North&amp;quot; ShowInScanMode=&amp;quot;False&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnPoint Position=&amp;quot;64,-4032&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;Waypoint Position=&amp;quot;-2624,-192&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Waypoint Position=&amp;quot;2752,-64&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Waypoint Position=&amp;quot;-2048,2432&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/WavePath&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Spawns --&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Bomb-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Bomb&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Destructor-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Destructor&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Fast-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Fast&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;FastShielded-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_FastShielded&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Healer-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Destructor&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Healer&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;HeavySwarm-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_HeavySwarm&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Normal-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Unit&amp;quot; Parent=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Normal_3&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Retributor-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Retributor&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Shielded-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Shielded&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Summoner-Spawn&amp;quot;  Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Summoner&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Swarm-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_Swarm&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;SwarmShielded-Spawn&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;SpawnUnitOnPath Name=&amp;quot;Parent&amp;quot; Template=&amp;quot;Unit_SwarmShielded&amp;quot; Player=&amp;quot;1&amp;quot; Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Ping Triggers--&amp;gt;&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Ping-North&amp;quot; Type=&amp;quot;WaveSpawn&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;PingPath Path=&amp;quot;Path-North&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Difficulty Settings --&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty0&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty0_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.1f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;0.0f&amp;quot; SpawnCountLimit=&amp;quot;16&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty1&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty1_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.25f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;0.25f&amp;quot; SpawnCountLimit=&amp;quot;24&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty2&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty2_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.5f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;0.5f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty3&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty3_Desc&amp;quot; ScoreMultiplier=&amp;quot;0.75f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty4&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty4_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.0f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty5&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty5_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.25f&amp;quot; ChronoRegenMultiplier=&amp;quot;1.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty6&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty6_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.5f&amp;quot; ChronoRegenMultiplier=&amp;quot;0.5f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty7&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty7_Desc&amp;quot; ScoreMultiplier=&amp;quot;1.75f&amp;quot; ChronoRegenMultiplier=&amp;quot;0.25f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;Difficulty Name=&amp;quot;MissionDifficulty_Difficulty8&amp;quot; Description=&amp;quot;MissionDifficulty_Difficulty8_Desc&amp;quot; ScoreMultiplier=&amp;quot;2.0f&amp;quot; ChronoRegenMultiplier=&amp;quot;0.0f&amp;quot; ChronoDrainMultiplier=&amp;quot;1.0f&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty0&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;0&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty1&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;1&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantStuff Player=&amp;quot;0&amp;quot; Metal=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty2&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;2&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty3&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;3&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;0&amp;quot; Tech=&amp;quot;Weapons&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty4&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;4&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty5&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;5&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty6&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;6&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty7&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;7&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Trigger Name=&amp;quot;Difficulty8&amp;quot; Type=&amp;quot;Difficulty&amp;quot; Difficulty=&amp;quot;8&amp;quot; &amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;GrantTech Player=&amp;quot;1&amp;quot; Tech=&amp;quot;HPs&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DefaultUpgrades &amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Gun_Turret&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Laser&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Corrosion&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Lightning_Tower&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Cannon&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Metal&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Drone&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Slow_Turret&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Pulse_Cannon&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Ion_Cannon&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Battery&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Upgrade ID=&amp;quot;Enable_Meteor_Tower&amp;quot; Required=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/DefaultUpgrades&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/Mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating an Image==&lt;br /&gt;
    PreviewImage=&amp;quot;Aberny.dds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You will need to create an image for your scenario. This image will be displayed on the scenario workshop screen and on the mission screen when the player is starting your mod. &lt;br /&gt;
&lt;br /&gt;
Preview images are .dds files. So you will need to convert the file into that format for Siege to be able to read and display it. The files go in your ../My Games/Siege of Centauri/Screenshots/ directory. I typically give them the same name as the scenario, but that isn’t required. Note that the name of the preview image is specified at the top of your mission file in the mission definition.&lt;br /&gt;
Sharing Your Scenario Online&lt;br /&gt;
&lt;br /&gt;
==Updating Your Scenario==&lt;br /&gt;
&lt;br /&gt;
==Special Options==&lt;br /&gt;
&lt;br /&gt;
===Using a Fixed amount of Upgrade Points===&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=89</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=89"/>
		<updated>2022-04-01T19:21:39Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{MainTemplate&lt;br /&gt;
| welcome = [[File:siege wiki home.jpg|link=|&amp;lt;span title=&amp;quot;Siege of Centauri Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| about_title = About Siege of Centauri&lt;br /&gt;
| about_content = &lt;br /&gt;
Communications to Earth&#039;s first interstellar colony in Proxima Centauri have gone dark. In response, Earth has dispatched the Carpathia to investigate. Upon arrival, you find a colony under siege. Your mission: save the colony from these brutal alien invaders.&lt;br /&gt;
&lt;br /&gt;
Siege of Centauri puts you in command of the defense of Earth&#039;s first interstellar colony. Set in the Ashes of the Singularity universe, thousands of alien machines are attacking and only you, with your arsenal of deployable defense structures and strategic orbital abilities, can stop them.&lt;br /&gt;
Customize the Carpathia in order to best handle the challenges of each individual mission, battle across the surface of an alien world through a series of story-driven campaigns or see how long you can survive in a doomed region where the enemy waves are truly endless.&lt;br /&gt;
&lt;br /&gt;
The enemy comes in all shapes and sizes, challenging you to counter them with the right defense in the right place. Siege of Centauri combines the best elements of classic tower defense games with the strategic depth Stardock has delivered in past titles, including Sins of a Solar Empire: Rebellion and Ashes of the Singularity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend the Colony&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Proxima Centauri is under attack from hordes of alien invaders! Play through a vast campaign full of challenging missions. Deploy defenses, use powerful orbital abilities, and call units at the right time and place in order to win.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Customize your Defenses&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose from dozens of tower upgrades and determine what you need in order to survive. Upgrade your particle cannon to slow its target, your Artillery Post to leave fire in areas it has attacks, or your Corrosion Mortars so that victims infect the allies around them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fight Against Dozens of Enemies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The alien invaders have many unique attacks and defenses. Beware the Falling Star that disables defenses when it explodes, or the Heart of the Phoenix that forms a chrysalis when destroyed that can be reborn as a new Heart.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create your own Missions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use the in-game workshop, then upload and share them with other players. Download new missions created by other users, too. Get started with the [[ModdersGuide|Modder&#039;s Guide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survive the Onslaught&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
See how long you can survive against relentless enemy waves in Endless Mode! Try to outlast other players and compare your scores on the leaderboards.&lt;br /&gt;
&lt;br /&gt;
| sections_title = Featured Trailer&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:-0.4em;&amp;quot;&amp;gt;[[File:Siege-wiki-release-trailer.jpg|319px|link=https://www.youtube.com/watch?v=xbs3VSMazZw]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| articles_title = Important Pages&lt;br /&gt;
| articles_content =&lt;br /&gt;
*[[ModdersGuide|Modder&#039;s Guide]]&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Media&lt;br /&gt;
|content=&lt;br /&gt;
*[[Trailers|Trailers]] &lt;br /&gt;
*[[Screenshots|Screenshots]] &lt;br /&gt;
*[[Artwork|Artwork]] &lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Official Pages&lt;br /&gt;
|content=&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.siegeofcentauri.com/ SiegeofCentauri.com]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.facebook.com/SiegeofCentauri/ Siege of Centauri Facebook]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://twitter.com/SiegeCentauri Siege of Centauri Twitter]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.reddit.com/r/Stardock/ Reddit]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.stardock.net/forum/1182 Siege of Centauri Forums]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Trailers&amp;diff=88</id>
		<title>Trailers</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Trailers&amp;diff=88"/>
		<updated>2022-04-01T19:21:25Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Trailers&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;youtube&amp;gt;ZV2D39Bls3I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;xbs3VSMazZw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Media]]&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Screenshots&amp;diff=87</id>
		<title>Screenshots</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Screenshots&amp;diff=87"/>
		<updated>2022-04-01T19:16:09Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Screenshots&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; widths=&amp;quot;364px&amp;quot;&amp;gt;&lt;br /&gt;
File:Soc release ss1.png&lt;br /&gt;
File:Soc release ss2.png&lt;br /&gt;
File:Soc release ss3.png&lt;br /&gt;
File:Soc release ss4.png&lt;br /&gt;
File:Soc release ss5.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Media]]&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Artwork&amp;diff=86</id>
		<title>Artwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Artwork&amp;diff=86"/>
		<updated>2022-04-01T19:15:58Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
|welcome=Artwork&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; widths=&amp;quot;364px&amp;quot;&amp;gt;&lt;br /&gt;
File:Soc artwork keyart.jpg&lt;br /&gt;
File:soc artwork Carpathia.jpg&lt;br /&gt;
File:soc artwork InvasionScreen.jpg&lt;br /&gt;
File:soc artwork Landers.jpg&lt;br /&gt;
File:soc artwork Soccergame.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Media]]&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=85</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=85"/>
		<updated>2022-04-01T19:01:18Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{MainTemplate&lt;br /&gt;
| welcome = [[File:siege wiki home.jpg|link=|&amp;lt;span title=&amp;quot;Siege of Centauri Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| about_title = About Siege of Centauri&lt;br /&gt;
| about_content = &lt;br /&gt;
Communications to Earth&#039;s first interstellar colony in Proxima Centauri have gone dark. In response, Earth has dispatched the Carpathia to investigate. Upon arrival, you find a colony under siege. Your mission: save the colony from these brutal alien invaders.&lt;br /&gt;
&lt;br /&gt;
Siege of Centauri puts you in command of the defense of Earth&#039;s first interstellar colony. Set in the Ashes of the Singularity universe, thousands of alien machines are attacking and only you, with your arsenal of deployable defense structures and strategic orbital abilities, can stop them.&lt;br /&gt;
Customize the Carpathia in order to best handle the challenges of each individual mission, battle across the surface of an alien world through a series of story-driven campaigns or see how long you can survive in a doomed region where the enemy waves are truly endless.&lt;br /&gt;
&lt;br /&gt;
The enemy comes in all shapes and sizes, challenging you to counter them with the right defense in the right place. Siege of Centauri combines the best elements of classic tower defense games with the strategic depth Stardock has delivered in past titles, including Sins of a Solar Empire: Rebellion and Ashes of the Singularity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defend the Colony&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Proxima Centauri is under attack from hordes of alien invaders! Play through a vast campaign full of challenging missions. Deploy defenses, use powerful orbital abilities, and call units at the right time and place in order to win.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Customize your Defenses&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose from dozens of tower upgrades and determine what you need in order to survive. Upgrade your particle cannon to slow its target, your Artillery Post to leave fire in areas it has attacks, or your Corrosion Mortars so that victims infect the allies around them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fight Against Dozens of Enemies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The alien invaders have many unique attacks and defenses. Beware the Falling Star that disables defenses when it explodes, or the Heart of the Phoenix that forms a chrysalis when destroyed that can be reborn as a new Heart.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create your own Missions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use the in-game workshop, then upload and share them with other players. Download new missions created by other users, too. Get started with the [[ModdersGuide|Modder&#039;s Guide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survive the Onslaught&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
See how long you can survive against relentless enemy waves in Endless Mode! Try to outlast other players and compare your scores on the leaderboards.&lt;br /&gt;
&lt;br /&gt;
| sections_title = Featured Trailer&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:-0.4em;&amp;quot;&amp;gt;[[File:Siege-wiki-release-trailer.jpg|319px|link=https://www.youtube.com/watch?v=xbs3VSMazZw]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| articles_title = Important Pages&lt;br /&gt;
| articles_content =&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Media&lt;br /&gt;
|content=&lt;br /&gt;
*[[Trailers|Trailers]] &lt;br /&gt;
*[[Screenshots|Screenshots]] &lt;br /&gt;
*[[Artwork|Artwork]] &lt;br /&gt;
*[[ModdersGuide|Modder&#039;s Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{SectionTemplate&lt;br /&gt;
|h=h1&lt;br /&gt;
|title=Official Pages&lt;br /&gt;
|content=&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.siegeofcentauri.com/ SiegeofCentauri.com]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.facebook.com/SiegeofCentauri/ Siege of Centauri Facebook]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://twitter.com/SiegeCentauri Siege of Centauri Twitter]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.reddit.com/r/Stardock/ Reddit]&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://forums.stardock.net/forum/1182 Siege of Centauri Forums]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Template:SectionTemplate&amp;diff=84</id>
		<title>Template:SectionTemplate</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Template:SectionTemplate&amp;diff=84"/>
		<updated>2022-04-01T18:42:35Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;{{{h|h1}}} style=&amp;quot;border:none; background:#000000; padding:0.2em 0; margin:0; color:#ffdaa9; font-size:125%; font-family: sans-serif; text-indent:0.5em; border:1px solid #cccccc;&amp;quot;&amp;gt;{{{title}}}&amp;lt;/{{{h|h1}}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:1em; padding:0.25em 0.4em 0.25em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{{{content}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
	<entry>
		<id>https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=83</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.siegeofcentauri.com/index.php?title=Main_Page&amp;diff=83"/>
		<updated>2022-04-01T12:39:56Z</updated>

		<summary type="html">&lt;p&gt;JYWLuca8269: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{MainTemplate&lt;br /&gt;
| welcome = [[File:siege wiki home.jpg|link=|&amp;lt;span title=&amp;quot;Siege of Centauri Wiki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| about_title = About Siege of Centauri&lt;br /&gt;
| about_content = &lt;br /&gt;
Communications to Earth&#039;s first interstellar colony in Proxima Centauri have gone dark. In response, Earth has dispatched the Carpathia to investigate. Upon arrival, you find a colony under siege. Your mission: save the colony from these brutal alien invaders.&lt;br /&gt;
&lt;br /&gt;
Siege of Centauri puts you in command of the defense of Earth&#039;s first interstellar colony. Set in the Ashes of the Singularity universe, thousands of alien machines are attacking and only you, with your arsenal of deployable defense structures and strategic orbital abilities, can stop them.&lt;br /&gt;
Customize the Carpathia in order to best handle the challenges of each individual mission, battle across the surface of an alien world through a series of story-driven campaigns or see how long you can survive in a doomed region where the enemy waves are truly endless.&lt;br /&gt;
&lt;br /&gt;
The enemy comes in all shapes and sizes, challenging you to counter them with the right defense in the right place. Siege of Centauri combines the best elements of classic tower defense games with the strategic depth Stardock has delivered in past titles, including Sins of a Solar Empire: Rebellion and Ashes of the Singularity.&lt;br /&gt;
&lt;br /&gt;
==== Defend the Colony ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;Proxima Centauri is under attack from hordes of alien invaders! Play through a vast campaign full of challenging missions. Deploy defenses, use powerful orbital abilities, and call units at the right time and place in order to win.&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Customize your Defenses ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;Choose from dozens of tower upgrades and determine what you need in order to survive. Upgrade your particle cannon to slow its target, your Artillery Post to leave fire in areas it has attacks, or your Corrosion Mortars so that victims infect the allies around them.&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Fight Against Dozens of Enemies ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;The alien invaders have many unique attacks and defenses. Beware the Falling Star that disables defenses when it explodes, or the Heart of the Phoenix that forms a chrysalis when destroyed that can be reborn as a new Heart.&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Create your own Missions ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;Use the in-game workshop, then upload and share them with other players. Download new missions created by other users, too. Get started with the [[ModdersGuide|Modder&#039;s Guide]].&amp;lt;/p&amp;gt;&lt;br /&gt;
==== Survive the Onslaught ====&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin-top:0;&amp;quot;&amp;gt;See how long you can survive against relentless enemy waves in Endless Mode! Try to outlast other players and compare your scores on the leaderboards.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| sections_title = Featured Trailer&lt;br /&gt;
| sections_content =&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:-0.4em;&amp;quot;&amp;gt;[[File:Siege-wiki-release-trailer.jpg|319px|link=https://www.youtube.com/watch?v=xbs3VSMazZw]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| articles_title = Important Pages&lt;br /&gt;
| articles_content =&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Media &amp;lt;/h2&amp;gt;&lt;br /&gt;
*[[Trailers|Trailers]] &lt;br /&gt;
*[[Screenshots|Screenshots]] &lt;br /&gt;
*[[Artwork|Artwork]] &lt;br /&gt;
*[[ModdersGuide|Modder&#039;s Guide]] &lt;br /&gt;
&amp;lt;h2 style=&amp;quot;font-family: sans-serif; font-size: 1.125em; margin-top:0.875em&amp;quot;&amp;gt; Official Pages &amp;lt;/h2&amp;gt;&lt;br /&gt;
*[https://www.siegeofcentauri.com/ SiegeofCentauri.com] &lt;br /&gt;
*[https://www.facebook.com/SiegeofCentauri/ Siege of Centauri Facebook] &lt;br /&gt;
*[https://twitter.com/SiegeCentauri Siege of Centauri Twitter] &lt;br /&gt;
*[https://www.reddit.com/r/Stardock/ Reddit] &lt;br /&gt;
*[https://forums.stardock.net/forum/1182 Siege of Centauri Forums]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>JYWLuca8269</name></author>
	</entry>
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