An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.
The moment you've all been waiting for; the full EP list, ready for your assessment!
Posted by open_sketchbook on Mar 1st, 2009
Apparently the result of abandoned Japanese experiments into nanotechnology, artificial intelligence and robotics, the Electrical Protectorate is a collective of unfeeling machines bent on inducing what they call the “Pure State” of the universe; what this means is not clear, but it involves a black hole,
so it's probably not a good thing. As the endless swarm of robotic combatants continue to swarm out of Siberia, only time will tell if the world can survive their assault.
At a Glance
Faction Colour : Purple
Gameplay Style : Overwhelming Numbers
Preferred Theater of Operations : Offensive Attrition
Strengths : Endless numbers, wide range of combat moneymaking opportunities, instant
Weaknesses : Very weak armour and weapons, lack of base defenses, rooted to one location, huge bases
The Protectorate buildings are built instantly; just click the icon in the sidebar, and click the location you want it. Boom, it's done! Each building projects a build radius pretty much just big enough to build another building and leave some space for maneuvering, so bases can get a little tight.
There are 8 tech buildings avaliable in the defenses menu. Each building unlocks a
small number of units; build them all to have access to the entire list!
The black hole in the Singularity Core should provide all the power you'll even need
for a base, though keeping that power under control is the important part. Stabilizer upgrades to the Singularity Core are neither fast to create or cheap, but without them your Singularity Core will slowly
begin to take damage; as your power demands increase, so does the amount of damage per second.
Every single Electrical Protectorate unit is amphibious; if they aren't already some form of sub, they can walk along the bottom of the water to the opposite shore. Though unable to attack in this form, they are mostly immune to counterattacks.
With the exception of the Stablizers, there is no “build time” for any EP unit or structure. Only money and power (or lack thereof) restrict the Electrical Protectorate's construction.
Weapon Modules act much like infantry for a mulitgunner; placing one inside a vehicle that uses it changes the nature of the weapon, each with their own benefits. Secondary fire evacuates the module.
Singularity Core : The Singularity Core functions as a combination of Construction Yard and
Power Plant. It cannot undeploy, limiting the EP to their starting location, but is extremely tough. As your power consumption increases, you will need to construct Stabilizers, which can take a
rather long time. Note that when destroyed, the Singularity Core for a rather impressive explosion in line with a Chinese Atomic Bomb, so try not to let that happen. The Singularity Core cannot be repaired as easily as other buildings; you must send a Technic into the building to repair it, and more than one may be necessary in cases of extreme damage. If you do lose your Core, it will leave behind an empty core, a tough structure that can, slowly, regenerate into a new core, though you may have bigger issues at that point!
Refinery : Using a simple ore cart, the Refinery collects resources inside your base. The cart is capable of carrying additional ore per load as a nanite slurry, which empties the mine faster than you actually gain in money.
Artificer : The Artificer creates deployers, which in turn create infantry.
Foundry : The Foundery creates ground vehicles.
Aerodyne : The Aerodyne creates and supports up to seven aircraft.
Planary :The Planary creates the Electrical Protectorate naval units.
Locus Chamber : Creates weapon modules.
Disassembler : Recycles units into cash! The Disassembler also creates Stolen Tech units.
Incubator : Releases 'Venus', the most powerful commando unit in the game!
Tech Upgrades 1-8 : Each of these buildings gives you a little more tech, and their destruction will prevent you from constructing these units.
Summoner : The EP superweapon, slowly constructs (draws forth?) the Icon.
Sub-Unit – The Icon : A dread and terrible being from beyond the stars bound to a frame of metal, the Icon represents horrors that man was never intended to know. It's true name an unpronounceable and impossible sound, the Icon is a power not even the Protectorate truly understand, but it's power cannot be underestimated; with it's myriad of attachments it will destroy, engulf or otherwise eliminate any enemy. Anything that comes close to this machine dies, even other Electrical Protectorate units. Nothing short of a massive artillery barrage or another superweapon will defeat the Icon, and even then it does not die; merely returning to it's dreamless slumber until rosed again to bring misery and death to the foe.
Malacostraca : A three-strong unit of crablike scout robots, the Malacostraca can kill with a swipe of a claw. Their secondary fire transforms them into small buggy-like vehicles that move very quickly to better facilitate their scouting role.
Attack Deployer : Creates and deploys Aggressors, the treaded Attack Deployer also heals Aggressors
in a radius.
Sub-Unit - Aggressors : These basic infantry come in units of 6 and are used by the Electrical Protectorate the way other armies might use ammunition. Their utter lack of health or personal defense makes them laughably weak (a peacekeeper shotgun might conceivably wipe the whole squad out in a single blast) but their overwhelming numbers and automatic weapons make them a threat even to vehicles; they can literately drown an enemy in cheap troops, and are typically used literately hundreds at a time. Their secondary function rushes them forward into enemy garrisons as suicide bombs, quickly clearing them out.
Air Defense Deployer : The walking Air Defense Deployer creates Shapers and heals them.
Sub-Unit - Shaper : 4 man units of walking anti-air machines, the Shapers appear unarmed, but hidden under their shells are massive gattling guns that can tear apart aircraft by filling the sky with shells.
Hunter Deployer : The wheeled Hunter Deployer creates and heals Exterminators.
Sub-Unit - Exterminators : Operating in fire teams of three, the Exterminators use fractal and laser weapons to cut apart enemy tanks and destroy buildings, and are highly resistant to anti-infantry
weapons, unlike other Protectorate infantry. However, they're not so tough when it comes to anti-tank, and do little anti-infantry damage.
Engineer Deployer : Creates Technics and repairs buildings in a radius.
Sub-Unit - Technics : These little engineer machines repair and capture like other engineers, but carry a hidden explosive charge that they can employ when threatened; after stunning nearby infantry, it detonates with staggering force.
Bomber Deployer : The crawling Bomber Deployer makes Seeker Swarms.
Sub-Unit - Seeker Swarms - These crawling mobile mines, bearing a freakish resemblance to a human hand, crawl across the ground in a numberless wave and leap onto enemies, exploding with a lethal burst. Those easily destroyed by area of effect weapons, but can damage any target on the ground. They can also bury themselves like a tankbuster, springing up as enemies attack and exploding.
Nanodeployer : Creates and deploys Effigy.
Sub-Unit - Effigy : Vaguely humaniod, these nanite blobs can leap into enemy vehicles like a
terror drone; after destroying their targets, they convert the target's matter into another Effigy. In addition, they are almost completely immune to conventional anti-infantry, but are easily killed by explosive weapons. They seem to be the Protectorate's infiltrators, as well.
Special Infantry (constructed at Terminal)
Venus : Venus is the name of a mysterious female individual seen in the ranks of the Protectorate's
armies. Though she appears as a young woman, under her skin is a skeleton of impossibly tough steel. With extremely high defenses, she is almost invincible in a conventional sense; if that wasn't enough,
she always seems to possess the weapon for the task, armed with a strange transforming weapon that fires the optimal munitions for the intended target. She seems to be able to blend in with her foe, as
she may possess a layer of nanites under her skin to shape herself into any disguise. In the unlikely even that her outer layer is removed by enemy weapons, it is rumoured she may become even more deadly.
Conventional : The basic loadout, Conventional Modules are not constructed, but rather come with vehicles when constructed.
Kenetic Ramshell : Long range and anti-armour, Kenetic Ramshells are simply solid cylinders of
metal propelled to hypersonic speeds. They must always follow a flat trajectory.
Chemical Explosive : Chemical Explosive tends to cause a large amount of splash damage, and is
great against infantry.
Gattling Automatics : Consisting of a set of rotating conventional weapons, Gattling Automatics simply
enhance the rate of fire of whatever the default weapon of a vehicle is, at the cost of some damage.
Sonic Weapon Module : These audio-based weapons stun enemy infantry in a cone in front of the
vehicle and cause heavy damage to buildings.
Repair Module : Depending on the unit type, the Repair module will heal damage to a wide variety of
Support Module : The support functions offered by the Support Module are myriad indeed. Experiment
to discover their full potential!
Nanite Swarm : Though the nanite swarm may not do the most damage, it has a long range and seeks enemy targets, not to mention that it converts enemy health directly into funds!
Potassium K-Rounds : The closer you are with these shells, the more damage you do! In addition,
K-rounds do huge damage to units who are currently in the water, even submarines!
Fractal Module : These bizarre, physics-defying weapons spread as they fire, so it does more damage
if your closer, but splashes over a wider area as you move away. Easily the most powerful module, Fractal weapons do devastating damage to all targets.
Eliminator Gun Carrier : A light vehicle, the Eliminator uses light anti-infantry modules which fire
rapidly against their targets. Armoured just enough to survive return fire from it's victims, using the Eliminator against tanks is not recommended.
Reflex Light Tank : The Reflex is a cheap and numerous light tank that uses a light turret mounted
module weapon against enemy vehicles. Best used in a large swarm, the Reflex is lucky if it can defeat a Beagle Light Tank, but is so cheap that it rarely matters.
Convex AA Tank : This light and cheap module using AA tank is a great support weapon which can down any aircraft given sufficient numbers. It's best used mixed in with the rest of the horde, and while not usually as effective as the Shaper it's mobility is very useful.
Equalizer Mobile Gun : The Equalizer uses a module gun to great effect as either an indirect or
direct artillery piece. It's range is fairly impressive, and usefully it can fire on the move, allowing it to chase down foes or cover a retreat.
Hunter-Killer Tank : The Hunter-Killer is a large and imposing anti-infantry machine that gets great use out of modules. Immune to most infantry weapons, it kills enemy infantry in very few shots and is capable of independently tracking multiple targets.
Executor TripleTank : The Tripletank is a huge, rapid-fire anti-tank machine that quite simply tears enemy vehicles apart with it's rotating primary weapon array. While not as armoured as most other heavy tanks, it more than makes up for it with offensive potential.
Starkiller Anti-Air Artillery : This high-powered, expensive anti-air vehicle uses it's module weapon array to clear the skies of enemy vehicles, and even a single vehicle poses a serious threat to even Starspirits or Kirovs.
Obliterater Superheavy Artillery : The Obliterater Superheavy Artillery is the largest and most expensive vehicle in the Electrical Protectorate's arsenal. It quite simply flattens anything it points it's oversized weapons at, and can use modules to become even more deadly.
Acquisition Mobile Refinery : This vehicle deploys into a refinery, where it unleases a swarm of nanites
to quickly extract as much ore as possible.
Suppressor Ground Attack Plane : Armed with multiple gattling guns, the Suppressor dives in low and
guns down enemy infantry. It's secondary function cloaks it, reducing it's speed and weapon capabilities, but allowing it to scout without damage of being attacked; it must be activated while on the landing pad.
Locust Gunship : These cheap and useful gunships form the basis of the Infinite Army's airforce, and they flood the skies above their vehicle forces. Designed to move at the same speed as their light vehicles, the Locust uses a small conventional machine-gun and a set of one-shot kenetic ramshot guns to do damage to enemy forces. Once it's ammo is expelled, it can shut itself down to reload; after a brief period, it's ready to fire again!
Harpoon Sucide Fighter : The one-shot Harpoon is an effective, if not terribly cost-efficient, way to down enemy aircraft; it attaches to them with a long 'tongue' of nanites before spinning on a deadly path to the ground, a process obviously lethal to the Harpoon and it's target. Larger targets require more time on the Harpoon's part, and if shot down no damage will be done.
Corrupter Support Copter : The nanite spray from the Corrupter eats into enemy armour, reducing
their defenses against the weapons of it's comrades while causing them small amounts of damage. The secondary ability releases of burst of nanites that infect enemy under the copter, causing large amounts of damage over time. The Corrupter can easily run out of nanites, so requires a pad at the airfield.
Beacon Drone : These cheap units drop into the ground to create a Beacon, a small tower with a minute long lifespan the buffs and heals nearby units.
Screamer Speaker Craft : The Screamer uses a wild variety of high-pitched sounds to cause heavy damage to buildings and stun infantry in it's path. By varying the tones, it can induce an audio Basilisk, a series of sounds which cause an irreparable breakdown of mental functions in human beings; this will instantly kill infantry and vehicle drivers in the targeted radius, though the sounds must play through or it has no effect. The Screamer can run out of fuel and so needs to be careful about long-range missions.
Shrapnel Bomber : A heavy strike craft, the Shrapnel uses a pair of Fractal cannons to strike large areas of the battlefield. It's strikes are great against packed enemy units, but not so much against buildings. Using it's secondary fire, it dumps all it's power into a long burst and, point straight down, glides along the ground, cutting apart enemy units.
Eviscerator Copter : This heavy copter fires K-rounds at ground targets from it's twin turrets, good against land, great against sea and deadly against subs. It can also fly low to the ground to increase it's damage, but it opens itself to targeting by both land and air units. The Eviscerator can run out of ammunition, so requires a spot at the airfield.
Devastator Air Battleship : A huge floating unit with many turrets, the Devastator's fractal guns, chem explosives and gattling guns give it a huge number of potential lethal targets. Though less armoured than other superheavy aircraft like the Kirov and the Flying Junk, it has the incredible lethal ability to unleash all it's guns on the same target at the same time, the effect of which is best left to the imagination.
Aggrivator Leaping Sub : A combination between a gun-packing submarine and a tank, the Leaping Sub can, true to it's name, jump from the water to the land, even over cliffs, to use it's kenetic cannon. While still in the sea, this light sub is an effective 'swarm' vehicle.
Twister AA Sub : This vehicle is better described as a gattling gun with a sub on the bottom; the huge weapon can cause whirlpools while firing. By increasing the spin speed (and sacrificing actually shooting) the Gattling Sub can cause a major maelstrom that will pull ships and torpedoes off course.
Undertow Fractal Sub : The underwater fractal gun of the Undertow does an admirable job to
destroy other submersible craft, though it cannot target anything else. By using low intensity beams of fractal energy, it can carve apart the supports holding up sea-based buildings, causing them to crash into the sea.
Kraken : These terrifying robotic creatures, modeled after giant squid but many, many times larger, can pull a ship to it's doom beneath the waves. To escape enemy fire, it can unleash an inky cloud of nanites that heal it while obscuring it from view and slowing pursuers.
Nanocolony : Floating on the waves, looking much like a colony of silver algae, the nanocolony absorbs units into itself by sending out tendrils of nanites to pull enemies apart, while healing itself. It can use it's secondary ability to convert it's health into small, one shot clumps of nanites that infect enemy units.
Eradicator Battlesub : Massive and deadly submarine battleships, the Eradicator uses module-based weapon turrets to destroy it's targets, it's massive turrets unleashing deadly broadsides to strike down the foe.