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The Collective

Machines and salvage

Purely robotic, without a power grid and with ONE currency instead of three ores. Draws much of its income from wrecks; the assimilator reprograms enemy units and fights on with them.

  • Salvage turns every engagement into income
  • Vehicles repair themselves, units are a little tougher
  • The assimilator turns enemy units to your side
  • Higher prices and slower ore mining
  • No real area weapon — no answer to cheap numbers
  • The building limit depends on data centers

Almost all of it sits behind research: every production building offers one combat unit to begin with, everything else you unlock in the tree.

Interceptor Swarm

hits air
Cost
90 K
Structure
55
Damage
14 at 150
Speed
24
Armor
Tier 9

The Interceptor Swarm is pure anti-air: a cloud of mini interceptor drones reliably brings down air targets, but on the ground it is defenseless.

Assimilator

Cost
255 K
Structure
205
Damage
54 at 180
Speed
19.5
Armor
Tier 18

The Assimilator is the Collective's battle mech - heavily armored and fitted with a reprogramming beam: it briefly seizes control of an enemy vehicle instead of just destroying it. A captured target turns on its own army.

Siege Strider

Cost
405 K
Structure
120
Damage
52 at 250
Speed
15
Armor
Tier 13

The Siege Strider is walking artillery: a tall walker with a back-mounted mortar that lobs area damage into targets from great range. Slow and helpless up close (minimum range), but devastating against buildings and packed formations - the mobile siege of the mech line.

Salvage Drone

Cost
50 K
Structure
62
Speed
32
Armor
Tier 7

The Salvage Drone looks for wrecks only - across the whole map. It grabs the entire wreck with its claw and hauls it to the refinery; nothing decays while in transit. It never mines ore and never fights back: if it falls on the way, TWO wrecks lie there - its own and its haul.

Bombardier

flying
Cost
550 K
Structure
150
Damage
40 at 175
Speed
16
Armor
Tier 6

The Bombardier is a heavy, slow carpet bomber: it carries ONE load of five bombs and releases them one after another beneath itself on the run - they lay a swathe along its flight path, devastating against buildings and dense troop concentrations. Afterwards it peels off, rearms at the Hover Cube and attacks the same target again on its own, as long as it lives and no new order comes in. Sluggish and with no air defense whatsoever - a rewarding target for enemy fighters and flak.

Deconstructor

Cost
1800 K
Structure
780
Damage
95 at 120
Speed
14
Armor
Tier 23

The Deconstructor eats buildings piece by piece and turns the spoils into drones of its own. It deals the highest building damage of all demolition units, but must close right in - a base with intact towers is no easy meal.

Fabricator

Cost
1520 K
Structure
115
Speed
13.5
Armor
Tier 7

The Fabricator is the Collective's mobile seed-cell: it drives to any point and unfolds there into a new base - the only way to relocate the base or rebuild it after a loss.

Far Eye

flying
Cost
90 K
Structure
10
Speed
66
Armor
Tier 5

The Far Eye is an unarmed reconnaissance drone with twice the sight range of a Humvee - ideal for lighting up the map early and spotting enemy movements. It is made of glass (a single flak hit is enough) and defenseless, but fast. Launches from the Hover Cube.

Freight Walker

Cost
130 K
Structure
135
Speed
28.5
Armor
Tier 9

The Freight Walker carries up to 5 infantry quickly across the map - unarmed, but like all Collective machines it slowly self-repairs out of combat. When destroyed, the passengers disembark alive.

Golem

Cost
170 K
Structure
142
Damage
30 at 139
Speed
24
Armor
Tier 16

The Golem is the all-rounder of the Collective tank line: solid cannon, solid speed, punches through medium armor - and slowly self-repairs out of combat instead of needing a workshop.

Shredder

Cost
110 K
Structure
130
Damage
18 at 145
Speed
20
Armor
Tier 10

The Shredder is the Collective's anti-swarm answer: a durable walker mech that grinds salvaged scrap in a drum and flings it out as a wide ring of shrapnel. It plants itself in the middle of a swarm of cheap units and clears it out, where the fragile Incendium would long since have fallen apart. Short range - long-range artillery keeps it at bay - and nearly useless against real armor. Beware: its wide blast also hits your own nearby infantry.

Hydra

Cost
1965 K
Structure
1800
Damage
105 at 215
Speed
9
Armor
Tier 25

The Hydra is a segmented colossus: when it dies it does not simply fall apart, it breaks into three battle-worthy pieces that fight on. Your opponent has to kill it twice.

Hydra Segment

Structure
300
Damage
16 at 120
Speed
12
Armor
Tier 13

A piece of a shattered Hydra - small, fast and far more thinly armoured than the original. Not buildable; it only arises from the dying Hydra.

Incendium

Cost
55 K
Structure
46
Damage
15 at 102
Speed
13.5
Armor
Tier 3

The Incendium closes the Collective's only role gap: a cheap area weapon. It melts down salvaged scrap and fires it as an incendiary charge - the largest blast radius of its role group, but the shortest range. It has to get closer than a Grenadier, Mortar Trooper or Plasma Thrower, yet then it hits the densest mass. Against swarms of cheap units it is the answer the faction was missing; against single armoured targets it achieves little.

Ion Caster

Cost
435 K
Structure
62
Damage
90 at 255
Speed
18
Armor
Tier 9

The Ion Caster is a siege weapon with a charge beam: instead of steady fire it charges its ion beam for a few seconds and then unleashes ONE massive long-range shot. Devastating against heavy targets and buildings, helpless against swarms.

Hunter Drone

flyinghits air
Cost
250 K
Structure
95
Damage
26 at 165
Speed
58
Armor
Tier 6

The Hunter Drone is the Collective's air-superiority fighter - specialized in fighting other flyers: high air damage and a range bonus. On the ground it is defenseless (it engages air targets ONLY), but it decides the air battle. Launches from the Hover Cube.

Creeper Mine

Cost
45 K
Structure
34
Speed
20
Armor
Tier 2

The Creeper Mine is a rolling self-destructor: it charges its target and detonates on contact with devastating area damage - the fastest unit of the faction, but single-use. Triggers only on an attack order.

Lance Drone

Cost
65 K
Structure
50
Damage
60 at 170
Speed
12
Armor
Tier 3

The Lance Drone hunts everything armored: its railgun lance reliably punches through vehicles and mechs, but is clearly inferior against infantry.

Moloch

Cost
375 K
Structure
235
Damage
58 at 160
Speed
19.5
Armor
Tier 20

The Moloch is the Collective's heaviest tank: its heavy cannon punches through almost anything, its thick hull takes enormous punishment - and it regenerates piece by piece out of combat.

Nanite Thrower

Cost
660 K
Structure
150
Damage
18 at 330
Speed
16.5
Armor
Tier 16

The Nanite Thrower fires clouds of disassembly machines. The impact itself does little - it leaves behind a decay that gnaws at the building for ten seconds and STACKS with every further hit. Keep the pressure up and whole wall lines come down; let up, and you watch the enemy repair.

Nexus Lord

Cost
1760 K
Structure
850
Damage
70 at 170
Speed
10.5
Armor
Tier 23

The Nexus Lord is the Collective's heavyweight: a massive main cannon, thick armor, and the ability to heal itself AND eject small repair drones on the march that keep the surrounding army alive.

Phantom Drone

Cost
150 K
Structure
58
Damage
24 at 150
Speed
24
Armor
Tier 4

The Phantom Drone moves cloaked and only becomes visible when it closes in or after it fires. Its precision cannon almost always hits and punches through light to medium armor - ideal for ambushes and harvester hunting.

Repair Drone

Cost
90 K
Structure
44
Speed
18
Armor
Tier 4

The Repair Drone is the Collective's unarmed support: within its aura your units heal noticeably faster, and it reinforces the faction-wide self-repair. On a contested field it keeps a line alive.

Scrap Golem

Cost
255 K
Structure
175
Damage
34 at 130
Speed
19
Armor
Tier 17

The Scrap Golem is the Collective's durable frontline mech: thick armor, plenty of hull and a solid medium cannon. Like every Collective unit it devours nearby wrecks out of combat and patches itself back together - a walking scrapheap that holds a line where lighter mechs would already have fallen apart.

Scavenger Drone

Cost
60 K
Structure
78
Speed
27
Armor
Tier 9

The Scavenger Drone mines ore AND salvages wrecks: destroyed units and ruins - yours and the enemy's - it breaks down into resources. Battlefields become mines; aggression pays off economically.

Swarm Weaver

Cost
190 K
Structure
130
Damage
18 at 100
Speed
30
Armor
Tier 12

The Swarm Weaver is the mobile repairer of the mech front: within its nanite aura friendly units heal much faster. Unlike the slow-footed Repair Drone it is armored and fast enough to keep up with the mech ball - and defends itself with a light weapon.

Scarab

Cost
70 K
Structure
95
Damage
24 at 110
Speed
29.25
Armor
Tier 12

The Scarab is the entry into the Collective's tank line: fast and cheap, with a precise light cannon against vehicles - only half as effective against infantry.

Recon Drone

Cost
80 K
Structure
63
Damage
20 at 80
Speed
33
Armor
Tier 10

The Recon Drone is built for scouting: high speed and wide sight with limited firepower - ideal for exploring the map early and hunting enemy harvesters.

Warden Bot

Cost
15 K
Structure
48.75
Damage
9.75 at 80
Speed
15
Armor
Tier 2

The Warden Bot is the Collective's basic infantry: cheap chain-fire against other infantry, weak against armor. It self-repairs out of combat and devours nearby wrecks to heal and upgrade itself.

Assimilation Core

Cost
2370 K
Structure
520
Armor
Tier 13
Power
-110

The Assimilation Core is the second tier beyond the Experimental Works and thus the Collective's most expensive build gate. The Hydra is grown here.

Barracks

Cost
140 K
Structure
220
Armor
Tier 13
Power
-30

The Barracks builds the Collective's robot infantry and also serves as a field hospital - infantry near it is healed automatically. Like all Collective units they repair themselves out of combat as well.

Network Node

Cost
50 K
Structure
120
Armor
Tier 13
Power
-10

The Network Node extends the area in which new buildings may be erected - a cheap way to expand the base toward ore deposits or the front line without needing a second Compute Core.

Bunker

Cost
170 K
Structure
900
Armor
Tier 15

The Bunker is unarmed itself, but can be garrisoned with up to 5 infantry (right-click, like a transport): each occupant fires its OWN weapon out of the embrasures - +40% range, but slightly reduced damage. Pick the garrison to match the enemy (riflemen vs infantry, anti-tank vs vehicles). The occupants are untargetable while the bunker stands - if it falls, they die with it. Requires a barracks.

Chronimus Coil

Cost
190 K
Structure
200
Damage
55 at 190
Armor
Tier 15
Power
-50

The Chronimus Coil is a chain charge-beam: the first coil must stand near the Compute Core, each further one within range of an existing one - so a chain grows that can reach far beyond the base. The Compute Core charges ONE beam and fires it from the outermost coil that has a target; the deeper it sits in the chain, the more damage and range (maximum at 5 coils). Only ONE coil fires at a time - and if the chain is cut in the middle, everything behind it goes dark.

Compute Core

Structure
900
Armor
Tier 13
Power
50

The Compute Core is the Collective's primary structure: the central processing unit the base grows around. It provides a base number of build slots (raised further by Data Centers), and you may build around it - losing it can mean immediate elimination depending on the victory mode and is to be avoided at any cost.

Detector Tower

Cost
160 K
Structure
180
Armor
Tier 15
Power
-20

The Detector Tower is an anti-stealth sensor: it reveals cloaked enemy units (Phantom, Ghost, Wraith and others) within a wide radius, so your units and towers can see and fire on them. Unarmed itself - a pure reconnaissance structure against the stealth meta. Requires a radar.

Experimental Works

Cost
1665 K
Structure
450
Armor
Tier 13
Power
-80

The Experimental Works is the Collective's most expensive but most powerful production facility - the towering Nexus Lord is assembled here.

Mech Factory

Cost
365 K
Structure
350
Armor
Tier 13
Power
-50

The Mech Factory builds the Collective's mech line - from the Recon Drone scout through the resilient Scrap Golem to the heavy battle mechs. Like all Collective units they patch themselves back together out of combat.

Hover Cube

Cost
375 K
Structure
350
Armor
Tier 13
Power
-40

The Hover Cube is the launch platform of the Collective air force: Far Eye, Hunter Drone and Bombardier rise from here. The flyers carry a limited supply of ammunition and return here to rearm and repair - without a Hover Cube the entire air force stands still.

Magnet Catapult

Cost
480 K
Structure
220
Damage
62 at 340
Armor
Tier 15
Power
-35

The Magnet Catapult hurls a lump of scrap across half the base - the Collective’s only true area weapon. Up close it is blind (minimum range) and easily cracked by infantry; beyond that it blankets siege gear before it can fire.

Magnet Claw

Cost
170 K
Structure
180
Damage
30 at 260
Armor
Tier 15
Power
-20

The Magnet Claw is no killer but a bouncer: its magnetic pulse rips a vehicle out of formation and drags it a stretch closer, straight into the fire of the neighbouring towers. On its own it achieves little - in a group it takes apart any closed advance.

Wall

Cost
25 K
Structure
550
Armor
Tier 20

The Wall is built as a LINE: the 1st click sets the start, then you drag the wall line and a second click builds it; Shift+click sets a corner and keeps going. Each segment starts at nearly 0% HP and grows over a few seconds - a wall thrown down in front of an enemy is vulnerable at first. Very high armor (concrete): small arms barely scratch it, only siege cracks it. Blocks paths and channels attacks. Gates and towers can be placed into a wall, seamlessly replacing the segment.

Nanite Sprayer

Cost
100 K
Structure
160
Damage
5 at 210
Armor
Tier 15
Power
-15

The Nanite Sprayer is the Collective’s anti-swarm emplacement: instead of firing it fogs everything around it with nanites. The coating eats away over time, stacks with every further burst and keeps working even after the target has left its range - whoever runs through arrives damaged on the other side. It does little against single heavy targets and ignores aircraft entirely.

Power Plant

Cost
80 K
Structure
250
Armor
Tier 13
Power
100

The power plant produces energy for the base - without enough energy, production and buildings run slower. Upgradeable with turbine upgrades at the technology center (two levels, +50 energy per power plant each).

Sensor Hub

Cost
130 K
Structure
200
Armor
Tier 13
Power
-75

The Sensor Hub has two jobs: it unlocks the minimap, and within its radius the fog veil lifts over ground you have already explored - enemy units there become visible too. It does NOT reveal territory you have never scouted. Late in the research tree comes the choice: extend that coverage across the entire explored map, or remove your own forces from all enemy long-range detection.

Reactivator

Cost
2155 K
Structure
550
Armor
Tier 15
Power
-80

The Reactivator is the Collective's superweapon: once charged, it sends a nanite pulse to any point and reanimates ALL unit wrecks in the radius - EXACTLY the type they once were (rank and upgrades included), but now under Collective control. Enemy wrecks return as husks at 30% HP and stay there; your own wrecks also start at 30% but heal back up like all Collective units. Buildings and experimental units cannot be reanimated. A battlefield full of debris becomes a second army.

Data Center

Cost
90 K
Structure
260
Armor
Tier 13

The Data Center is the power-plant substitute of the currentless Collective: instead of energy it raises the BUILDING LIMIT. Each one grants further build slots (upgradable at the tech center) while occupying none itself, so it can always be built when the limit runs full.

Recycler

Cost
70 K
Structure
240
Armor
Tier 13
Power
-10

The Recycler is the Collective's wreck drop-off and the counterpart to the refinery: salvage drones (and any harvester hauling a building wreck) dump their load here in passing and turn straight back around - no docking, no unloading time, no queueing behind ore harvesters. That is where roughly a third of a salvager's working time used to go. The payout stays the normal salvage share; you pay with build cost and with having to defend the site. Without a Recycler, deliveries fall back to the refinery - losing it slows salvage down, it does not stop it.

Component Works

Cost
100 K
Structure
400
Armor
Tier 13
Power
-25

The Component Works breaks ore down into Components - the Collective's only currency - and comes with a Scavenger Drone on construction. Scavenger Drones deliver exclusively here; the closer it sits to the ore, the shorter the trips. It takes wrecks as well, but for those the Recycler is the faster address.

Scrap Thrower

Cost
215 K
Structure
240
Damage
44 at 250
Armor
Tier 15
Power
-30

The Scrap Thrower fires wrecks: if one lies within its reach it loads it and strikes hard and with splinter effect - the wreck is consumed. Without ammunition at the door only half the damage remains. It therefore stands strongest right after a repelled wave.

Component Depot

Cost
100 K
Structure
300
Armor
Tier 13
Power
-5

The Component Depot increases storage capacity for Components. The command center and refineries provide a base capacity - once the store is full, loaded Scavenger Drones stop and wait until space frees up again (the economy stalls rather than wasting surplus). Since the Collective keeps everything in ONE currency, a single depot buffers the entire stock.

Scatter Flak

hits air
Cost
225 K
Structure
300
Damage
22 at 340
Armor
Tier 15
Power
-25

The Scatter Flak puts a splinter cloud into the approach instead of a single shot: everything airborne around the burst takes damage, own ground troops below stay untouched. Weaker than a classic flak tower against a lone fighter, considerably stronger against a swarm.

Technology Center

Cost
420 K
Structure
250
Armor
Tier 13
Power
-60

The Technology Center is the Collective's research forge: upgrade levels for infantry, vehicles and mechs are researched here. A completed level takes effect immediately and on ALL of your units - including the ones built long ago.

Gate

Cost
85 K
Structure
520
Armor
Tier 20

The Gate is built as a LINE like the wall (1st click start, 2nd click end, Shift for a corner) - as wide as you need. It lets your own units pass: each segment sinks into the ground when a friendly unit is near, and stays shut while an enemy stands beside it - so your wall line stays open for you but sealed against attackers. Built over an existing wall, it replaces those segments. Very high armor like the wall; each segment grows up from ~0% HP while building.

Vehicle Factory

Cost
245 K
Structure
300
Armor
Tier 13
Power
-50

The Vehicle Factory is the economic and military backbone of the Collective - Scavenger and Salvage Drones for ore and wreck recovery roll off the line here, as does the entire vehicle line.

Workshop

Cost
465 K
Structure
350
Armor
Tier 13
Power
-50

Collective vehicles and mechs do repair themselves out of combat, but only up to a partial threshold - docked at the workshop they are restored COMPLETELY, step by step (costs resources, proportional to the damage healed). Combat units even retreat to it automatically at low health.

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